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  1. #21
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    I still feel that Darkside was missed as a very capable off tanking stance instead of a buff to stack on top of Grit. I feel Grit to be just plain lacking in originality. It's literally just a copy and past of the Paladin tanking stance. This job misses out on just so many different possibilities with its skills. Just to name a few that I honestly feel were utter failures...

    Blood Price: Returning MP when damaged. Should have instead absorbed 10% of all incoming damage as MP. Provides a small defensive cooldown that can benefit from things like tank busters to give a huge chunk of MP back while reducing the damage taken by 10%. Should have also been limited to usage while only under Grit.

    Blood Weapon: Return MP on physical damage and increases attack speed by 10% and unable to be used with Grit. First, how may of DRK's attacks are magical damage? The synergy here is completely missing. Second, it could have been a great combination with an off tanking stance like Darkside. What it should have been: Increase damage output by 10% and absorb that 10% increased damage as MP, only able to be used while under Darkside.

    Both of these skills along with Darkside being turned into an off tank stance that can't be used with Grit instead of an MP drain would fix a lot of issues. There would be better MP absorbtion and better defensive capabilities. MP would be easier to be used with Dark Arts too in this way, instead of it constantly being drained by Darkside. I've mentioned before of different things that could be added to the skills that use Dark Arts, but I was also told that the things I mentioned were OP. They probably were, but did I honestly think they would ALL be considered? No, not really, but better to ask Santa for a Lambroghini and be happy that he at least brought you a Toyota Corolla, than ask for a Toyota Corolla and he bring you a Fisher Price pedal mobile.

    Edit: One more change I think should also be considered is on Dark Arts. Since it already drains a substantial amount of MP. I believe (to address DRK's TP issues) it should also negate the TP cost of skills that require TP to use is used while under Dark Arts. Also, many of the effects that Dark Arts grants to skills, should have been on them in the first place and unlinked to Dark Arts. If I'm using a cooldown to make sure that I make full use a cooldown, that's an extremely limiting factor that will greatly hinder a tank. IMO, Dark Arts should be been used for exactly what I mentioned, a TP alleviation.

    So skills like Dark Mind, Spit and Carve, and Dark Passenger should have just had their Dark Arts effects be stock. Also, WTH is with Abyssal Drain? Did we really need another AOE enmity skill on top of Unmend? Range skill, fine, HP drain, that should be stock considering the skill's name, but do we really need the enmity? So, here's my suggestion for changes, to list them...

    Darkside - Not useable while under Grit, no MP drain (for god's sake, remove the damned aura animation) add a GCD to it like Grit.
    Blood Price - Reduce damage taken by 10%, absorb the reduced damage as MP, can only be used while under Grit.
    Blood Weapon - Increase damage done by 10%, absorb the increased damage as MP, can only be used while under Darkside.
    Dark Arts - Adds effects to certain skills. Nullifies the TP requirements of effected skills.
    Carve and Spit - 3 hits in a row with a potency of 150 each. Restores MP for each hit. (AS IT SHOULD HAVE BEEN)
    Abyssal Drain - Ranged AOE around a target. 120 Potency. Absorbs 100% of damage as HP.
    Dark Mind - Magic Vulnerability down 30%. (Increase the CD if you must)
    Dark Passenger - 250 potency linear AOE + Blind
    (0)
    Last edited by Ceodore; 07-02-2015 at 06:07 AM.

  2. #22
    Player
    PerihVashai's Avatar
    Join Date
    Jul 2014
    Posts
    62
    Character
    Bikora Chan
    World
    Ragnarok
    Main Class
    Gladiator Lv 60
    As long as the MP returned doesn't vary with the DMG output blood weapon is as it should be with skill speed. It also makes the DOT more potent, but it creates a rather glaringly obvious TP issue that shouldn't have been overlooked.
    (0)

  3. #23
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by PerihVashai View Post
    As long as the MP returned doesn't vary with the DMG output blood weapon is as it should be with skill speed. It also makes the DOT more potent, but it creates a rather glaringly obvious TP issue that shouldn't have been overlooked.
    That's my thing, damage output would already be increased due to Darkside being an off tank stance, and Blood Weapon would be only able to be used while under Darkside. You would boost your MP recovery in this way then. Further, making it a flat MP based on level lowers the diversity of it. A tank who would do a lot of damage with strength trinkets would be able to benefit more in this way.

    To also clarify, I suggest that Dark Arts be able to be used without requiring a stance. For its steep MP cost, there's little reason to limit it to just one stance.

    People want more complex and more diverse skills and tanks, but whenever suggestions are made that would diversify and make skills more complex are suggested, people always feel that they would make the class too difficult. This kind of Blood Weapon would essentially be no different than something like Bloodbath, only with a lower potency, a lower CD, and restoring MP instead of HP.
    (0)
    Last edited by Ceodore; 07-02-2015 at 06:14 AM.

  4. #24
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Delirium should "slow" the target by 10%.
    (0)

  5. #25
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Problem with that is that not only am I not certain whether Slow would be a reliable CC for most bosses, especially higher end ones, but even if it did work on them, that just ends up slowing their attacks on you, making Blood Price even less reliable, and reducing your opportunities to use Low Blow and Reprisal. It's another case of one of DRK's abilities weakening its others.
    (0)

  6. #26
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Kiteless View Post
    Problem with that is that not only am I not certain whether Slow would be a reliable CC for most bosses, especially higher end ones, but even if it did work on them, that just ends up slowing their attacks on you, making Blood Price even less reliable, and reducing your opportunities to use Low Blow and Reprisal. It's another case of one of DRK's abilities weakening its others.
    I really think DRK's should be able to Parry Spells/Abilities.
    (0)

  7. #27
    Player
    Agrieus's Avatar
    Join Date
    Jan 2015
    Location
    Ul'dah
    Posts
    73
    Character
    Deltora Vadeen
    World
    Zalera
    Main Class
    Gladiator Lv 90
    I'd like to see abyssal drain get an increase as well....considering at lvl 57 it costs around half my mp to use but only gives me around 1k hp back when it's not actually bugged. The other problem with it is that you won't always have multiple enemies to use it on. As for the enmity generation does it honestly even NEED it? I don't know how useful it is at level 60 since I'm not there yet but as it stands at 57 it's hardly worth even using outside of the cool animation. If it's potency was boosted up to 400 then it would be useful, imo.
    (0)

  8. #28
    Player
    Jekyll's Avatar
    Join Date
    May 2012
    Location
    Limsa Lominsa
    Posts
    203
    Character
    Henry Jekyll
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Agrieus View Post
    I'd like to see abyssal drain get an increase as well....considering at lvl 57 it costs around half my mp to use but only gives me around 1k hp back when it's not actually bugged. The other problem with it is that you won't always have multiple enemies to use it on. As for the enmity generation does it honestly even NEED it? I don't know how useful it is at level 60 since I'm not there yet but as it stands at 57 it's hardly worth even using outside of the cool animation. If it's potency was boosted up to 400 then it would be useful, imo.
    There's no need to use Abyssal Drain outside of a situation with a large amount of mobs as it's on GCD. It's very potent with the boost it provides with Dark Arts if you have 4+ targets that are constantly re-filling your mp via Blood Price.
    (0)

  9. #29
    Player
    Agrieus's Avatar
    Join Date
    Jan 2015
    Location
    Ul'dah
    Posts
    73
    Character
    Deltora Vadeen
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Still pretty risky to do that since in order to use Blood Price you'd have to drop out of Grit.....and I've noticed that healers don't really like it when you do that and I can understand why. And for some reason I can't seem to hit more than a few enemies with the drain even though they're within range of the blast. Another bug, possibly...idk. Could just have a 5 target limit
    (0)

  10. #30
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Agrieus View Post
    Still pretty risky to do that since in order to use Blood Price you'd have to drop out of Grit.....and I've noticed that healers don't really like it when you do that and I can understand why. And for some reason I can't seem to hit more than a few enemies with the drain even though they're within range of the blast. Another bug, possibly...idk. Could just have a 5 target limit
    Sacrificing your life is WAY less risky then taking more damage.
    (0)

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