There's no reason why. It's essentially the same mechanic. PLDs block, they trigger Shield Swipe, it does damage and pacification. Reprisal would be the same in this suggestion. DRK parries, triggers Reprisal, it does damage and -10% damage debuff.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.
Pacification gets ignored by a lot of crap, Reprisal doesn't. They should just remove the parry requirement. Gives it more reliable MT and OT contribution.
1. Take off the parry requirement on Reprisal
2. Why not make the low blows trait apply to both Parrys and Evades.
3. Why not just have the Unmend trait always make it so your next Unleash after unmend costs 30% less mana...
Last edited by Hundred; 06-28-2015 at 10:15 AM.
Okay lets change the words to "more realistic" the other Threads are full of wishful thinking, making Suggestion that are completely over the top making the DRK a god like being or require a indepth overhaul of the whole job which will not happen right after Release of Said job.
After testing on the dummy i'm prett much sure that skill is bugged/glitched. It's a single hit instead of a 3 way and yeah numbers are low.
No, it's not bugged, just poorly designed and with a terrible tooltip. This time around, it seems like the writers tried to add a bit of flowery language to the tooltips (I've noticed this across several jobs, this is not just our own problem), which in the end leaves a lot of those tooltips being simply terrible for actually conveying the important information.
Carve and Spit offers either a 100 potency oGCD attack that regens a small amount of MP while out of dark arts, or a 450 potency oGCD attack with no extra effects while in dark arts. Considering the drop in raw power involved, you'd have to be in an extremely dire situation to ever even consider intentionally using its effect outside of dark arts.
You have to consider even using it WITH DA as a tank. its only a dps hit and SE heals you for 100% of the dmg which is the better choice mitigation wise. and the cooldown is horrible if we look in comparison to warrior...No, it's not bugged, just poorly designed and with a terrible tooltip. This time around, it seems like the writers tried to add a bit of flowery language to the tooltips (I've noticed this across several jobs, this is not just our own problem), which in the end leaves a lot of those tooltips being simply terrible for actually conveying the important information.
Carve and Spit offers either a 100 potency oGCD attack that regens a small amount of MP while out of dark arts, or a 450 potency oGCD attack with no extra effects while in dark arts. Considering the drop in raw power involved, you'd have to be in an extremely dire situation to ever even consider intentionally using its effect outside of dark arts.
Are you talking about cancelling it into another Dark Arts move while retaining the bonus for both moves? Because I am well aware of that one. It's actually pretty fun to use, and I'd actually like to see that incorporated more into DRK's gameplay, rather than removed.
Because we only have two cooldowns that are for physical, we also have an OH SH-- button which is living dead. Warrior and Paladin have both three cooldowns as well as an OH SH-- button. They have a reliable cooldown every 30 seconds to use, and if we use our entire toolset we have one cooldown for every 45-50 seconds.
There's been talk that grit is a 2.3x modifier with the highest potency combo and the perma darkside. Except the dark arte power slash is apparently only 6.5x to regular PS being 5.5x, not worth the mana imo and lines up with what I'm experiencing.
Living dead isn't a panic button, just as Holmgang isn't a panic button. The only true panic button in this game is Hallowed Ground, because Holmgang and Living Dead both put the healers on notice to fix the problem, and don't give much time, if any, to recover a disastrous situation. Yes, it's a "survive everything!" button, but a panic button it is not.Because we only have two cooldowns that are for physical, we also have an OH SH-- button which is living dead. Warrior and Paladin have both three cooldowns as well as an OH SH-- button. They have a reliable cooldown every 30 seconds to use, and if we use our entire toolset we have one cooldown for every 45-50 seconds.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.