@Xenosan
I really hope that you are correct and that Carve and Split is bugged similar to how you said because I've been thinking for a little while that DRK really needs something that functions like Infuriate.
@Xenosan
I really hope that you are correct and that Carve and Split is bugged similar to how you said because I've been thinking for a little while that DRK really needs something that functions like Infuriate.
Thats pretty much Blood price, albeit when dealing with trash pulls.
^
Not really.
Pretty much it boils down to Blood Price is your MT in Grit MP regen, Blood Sword is your OT out of Grit MP regen. There is of course some level of flexibility but it is pretty obvious that is their design. Blood Price is just one of the base ways to regain MP, not something extra like Infuriate is, it just happens to shine in such a situation.
Yes, you gain lots of MP back from Blood Price while getting hit by lots of mobs in trash pulls but that does not help with boss fights and does not function like Infuriate which essentially is a one button "I get to do a special move now" ability on a mediumish length cooldown timer. That is what I was saying would be nice to have because it provides a more similar, yet still different, equivalency between WAR and DRK when it comes to mechanics since those function the most similar of the tanks. WAR being a build up resource (stacks) tank and DRK being a burn through resource (MP) tank.
DA-Dark passenger, DA - Dark dance, 5s between them but I throw up blood price and I'll already be building back up for my next DA.
On the flip...at the start of a battle I can pop infuriate as a warrior to get Unchained/Steel Cyclone/Fell Cleave/ Unchained/ Decimate immediately. Granted all my combos build up my resource, while Drk's enmity combo does not replenish mana, however infuriate also has a 50% longer CD then Blood Price.
Drk has more gradual expenditure and build up. War can burst due to infuriate/berserk/raw intuition/Vengeance to get our resource up faster. If theres any actual large difference its that Drks DA expenditure isn't really as potent defensively as Inner Beast except when talking about a Dark Mind on a magic dmg specific situation.
Take the parry requirement off reprisal and make it off a GCD skill and adjust living dead that's all DRK really needs
Shield swipe is on gcd and is handy but not always the best to use. Also hard to compare as sheild swipe is the paladins only tp management and many times fewer ogcds. If it worked like shield swipe it need to cost tp, take a gcd and likely have a worse effect than current. Shield swipe however is one of the we nifty things paladins get and you already reset low blow on parry. I doubt you would get two parry resets without nerfs.
With Reprisal, they should just make it operate like Shield swipe, meaning on the GCD and procs any time you parry.
With Dark Dance, it needs to be a bit more potent. +30% Parry rate and 20% Evasion when Dark Arts is pathetic, definitely not a good cool down. Should change it to a "Darkness Shield" that absorbs X amount of damage (some percentage of HP/MP probably) and when Dark Arts is used with it, it generates "Dread Spikes" that reflect all or a portion of the damage back at the attacker.
Misread. Thing is you have three combos. I doubt your getting a fourth
Why does everyone keep saying this? The DRK has four mitigation skills. Shadowskin, Shadow Wall, Dark Mind, and Living Dead. If you have physical busters on a 1 minute rotation, you can tank them all with a cooldown for 7 different busters. 0m Shadowskin -> 1m Shadow Wall -> 2m Shadow Skin -> 3m Living Dead -> 4m Shadow Skin -> 5m Shadow Wall -> 6m Shadowskin. As long as it's on about a 1 minute cycle (absolute minimum of 45 and change seconds), the class has some options, such as with Bahamut. The problem is when you are trying to go after Twintania or T13's Storm that have 30-40s busters.I went in and did Bismarck, had no problem to cover all of the hard hitting spells with cooldowns and didn't really feel squishy. Asked the healers and they said it was like healing a warrior or paladin.
The only real problem with dark knight tanks is when the tank busters come quicker than your spells come off cooldown as you only have two( three if it's magical ) cooldowns that have a somewhat long cooldown, this doesn't happen during Bismarck and supposedly not during Ravana, might be a problem in alexander
Living Dead should be treated like Holmgang is: A cooldown for busters, as that is what it is best at. That rotation is also capable of getting you going down to a very uncomfortable 45 second buster rotation, which should be adequate for the purposes of Bahamut but, again, not Twintania. If you time it well, you can have the -10% damage dealt debuff on the target for every Shadowskin buster as well thanks to Dark Dance, though that would take a lot of skill to reliably pull off (or at least a predictable rotation). But the nonsense that the DRK only has 2 physical mitigations really needs to stop.
The problem is that that is a very strict rotation to manage, and 7 busters isn't necessarily going to be enough for every fight moving forward, as it definitely isn't enough for older fights like Twin. But, with a sufficiently long buster rotation and using all of your cooldowns, it is possible, it just is very uncomfortable compared to the Paladin and Warrior.
Last edited by Taranok; 06-28-2015 at 09:49 AM.
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