Page 11 of 36 FirstFirst ... 9 10 11 12 13 21 ... LastLast
Results 101 to 110 of 352
  1. #101
    Player
    Ipkonfig's Avatar
    Join Date
    Sep 2013
    Posts
    183
    Character
    Ulfheonar Wolfhiem
    World
    Zalera
    Main Class
    Marauder Lv 60
    Running both DRK and WAR in a comp that has a NIN, the DPS is about the same between the two classes, BUT, DRK is higher in a purely MTing capacity. This is assuming the WAR stays in Defiance and uses Wrath for Inner Beast.

    Honestly I still feel squishier on my WAR than my DRK, but DRK definitely takes way more focus. Since the other tank in my comp only plays PLD I've been going DRK since we have a NIN.

    Since I've yet to perfect the rotation for DRK I'll probably go as WAR into Alex the first few times, but eventually swap to DRK once I know the setup.
    (0)

  2. #102
    Player
    Delorean's Avatar
    Join Date
    Sep 2013
    Posts
    714
    Character
    Altani Dotharl
    World
    Diabolos
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Tila View Post
    And yes, at the end the two healers said they wouldn't want to group with a DRK again.
    who cares lol

    there are garbage players of every class

    they wont group with a DRK again... until, of course, they need a tank for their group and the DRK player in question has a desirable item level as well as an abundance of raid experience.

    The amount of deja vu in here is a little disorienting. Same old bullshit, different release.
    (1)

  3. #103
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Quote Originally Posted by Ipkonfig View Post
    Running both DRK and WAR in a comp that has a NIN, the DPS is about the same between the two classes, BUT, DRK is higher in a purely MTing capacity. This is assuming the WAR stays in Defiance and uses Wrath for Inner Beast.

    Honestly I still feel squishier on my WAR than my DRK, but DRK definitely takes way more focus. Since the other tank in my comp only plays PLD I've been going DRK since we have a NIN.

    Since I've yet to perfect the rotation for DRK I'll probably go as WAR into Alex the first few times, but eventually swap to DRK once I know the setup.
    Um... what? WAR is a far better MT than DRK in every capacity save magic exclusive foes, where even then, it's still quite close.
    (1)

  4. #104
    Player
    Kaedan94's Avatar
    Join Date
    Jun 2013
    Posts
    481
    Character
    Kinako Kuromitsu
    World
    Tonberry
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Kiteless View Post
    Um... what? WAR is a far better MT than DRK in every capacity save magic exclusive foes, where even then, it's still quite close.
    You keep saying this, yet it's not true.

    DRK is a better MT than WAR... well, shouldn't say better, but has more overall mitigation. A good player of either job can perform well. Though most healers I've been with say they'd prefer to heal a DRK over a WAR because they think WARs feel squishy.

    Maybe it's because those WARs are stance dancing and doing it poorly?
    (0)

  5. #105
    Player
    dragoelete's Avatar
    Join Date
    Apr 2015
    Posts
    299
    Character
    Drago Xhula
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Kaedan94 View Post
    You keep saying this, yet it's not true.

    DRK is a better MT than WAR... well, shouldn't say better, but has more overall mitigation. A good player of either job can perform well. Though most healers I've been with say they'd prefer to heal a DRK over a WAR because they think WARs feel squishy.

    Maybe it's because those WARs are stance dancing and doing it poorly?
    i can confirm this as i have played both DRK and SCH and as a SCH i tend to prefer healing the DRK more than the WAR because of the stance dancing at least with DRK they are pretty much always in grit when in a dungeon. but i have noticed DRK does still need to have a bit of attention on some aspects... like DA dark dance...
    (0)

  6. #106
    Player
    Lorielle's Avatar
    Join Date
    Sep 2013
    Posts
    537
    Character
    Lorielle Kurayami
    World
    Cactuar
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by dragoelete View Post
    i can confirm this as i have played both DRK and SCH and as a SCH i tend to prefer healing the DRK more than the WAR because of the stance dancing at least with DRK they are pretty much always in grit when in a dungeon. but i have noticed DRK does still need to have a bit of attention on some aspects... like DA dark dance...
    The bold! It explains why! I promise if DRK was able to stance dance effectively, we'd be the same as Warriors. :x
    (0)

  7. #107
    Player
    dragoelete's Avatar
    Join Date
    Apr 2015
    Posts
    299
    Character
    Drago Xhula
    World
    Balmung
    Main Class
    Dancer Lv 90
    the thing is that DRK doesnt need to stance dance... they can have DS on while they still have grit on WAR cant...
    (0)

  8. #108
    Player
    Lorielle's Avatar
    Join Date
    Sep 2013
    Posts
    537
    Character
    Lorielle Kurayami
    World
    Cactuar
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by dragoelete View Post
    the thing is that DRK doesnt need to stance dance... they can have DS on while they still have grit on WAR cant...
    I would LOOOOOOVE to use Blood Weapon for MP efficiency. Just saying.
    (0)

  9. #109
    Player
    BadRNG's Avatar
    Join Date
    Aug 2013
    Posts
    133
    Character
    Krael Bastion
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Kaedan94 View Post
    You keep saying this, yet it's not true.

    DRK is a better MT than WAR... well, shouldn't say better, but has more overall mitigation. A good player of either job can perform well. Though most healers I've been with say they'd prefer to heal a DRK over a WAR because they think WARs feel squishy.

    Maybe it's because those WARs are stance dancing and doing it poorly?
    Better mitigation in what way? Nothing in DRK's toolkit compares to having IB up for every tank buster, the only real threat to tanks in the game. That is what people mean when they say WAR is the better MT, because as MT the only things that should be killing you are the big hits and WAR is incredibly good at eating those.
    (0)

  10. #110
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Quote Originally Posted by Kaedan94 View Post
    You keep saying this, yet it's not true.

    DRK is a better MT than WAR... well, shouldn't say better, but has more overall mitigation. A good player of either job can perform well. Though most healers I've been with say they'd prefer to heal a DRK over a WAR because they think WARs feel squishy.

    Maybe it's because those WARs are stance dancing and doing it poorly?
    Aaaaaand it's time to bring this post out again. All you had to do was look back in the thread....

    Quote Originally Posted by Kiteless View Post
    Comparing WAR and DRK mitigation:

    1. Inner Beast: 20% reduction (also provides a 100% HP conversion rate as an extra effect). Usable pretty much every 15 seconds for 6 seconds at a time, with Infuriate allowing for more frequent use.

    2. Vengeance: Strictly better than any mitigation skill that DRK has. Offers a shorter cooldown than Shadow Wall, with the same mitigation and a longer duration, a damaging secondary effect, and application of wrath stacks.

    3. Raw intuition: 20% physical damage reduction from the front with a solid 20 second duration on a 90 second cooldown.

    4. Storm's Path: 10% damage reduction with 50% HP conversion rate that is easy to keep up at all times when necessary, with no requirement other than being in a combo (that refreshes your 20% damage boost). Utility move that can be used from an OT or MT situation, if needed.

    5. Holmgang: TO THE LAST, I GRAPPLE WITH THEE! 6 seconds of not dying. No Hallowed Ground, but it gets the job done.

    This is in addition to Defiance, which grants a 25% health increase *in addition to a 20% increase in healing*. There's also the parry buff which increases with Wrath stacks, not particularly huge, but worth noting at least. While this isn't strictly mitigation in itself, it is a clear increase in EHP for when it's needed. Additionally, being off the GCD makes stance dancing not only a breeze, but encouraged for optimal usage in all forms.

    DRK has:

    1. Grit: Tank stance, 20% damage reduction. Its ridiculous MP cost and being on the GCD sucks, but it does what it needs to. Stance dancing is hard to properly encourage, since the MP cost makes it hard to justify switching back and forth, even with regen from Blood Weapon, and being on the GCD makes the actual switch without a DPS loss difficult.

    2. Shadowskin: This is a reskinned rampart, 20% reduction, 20 seconds every 90. Good skill.

    3. Shadow Wall: As noted above, this suffers from being the worst of everything between PLD and WAR cooldowns. WAR level mitigation, shorter duration, no secondary bonus, 180 second cooldown. Sucks, but we use it because we have nothing better.

    4. Dark Mind: 15% magic damage reduction, 30% if using Dark Arts. Costly under DA, but extremely effective against magic tankbusters with a surprisingly short cooldown. The main problem is that most tank busters tend to be physical. That said, not bad.

    5. Reprisal: 10% damage reduction, only applicable after a parry, meaning it can't be used against enemies that rely on purely magical damage (Ramuh) and only during an extremely short window. Should not be relied upon.

    6. Living Dead: Similar to Holmgang, except you can cast it in advance, and it lasts a good bit longer. Major downside, in addition to have a way longer cooldown, however, is that once activated, it requires heavy healer attention to avoid dying, defeating a lot of its supposed utility as an "oh shit" button. Furthermore, in order to not die after its use, you must be healed for exactly your full amount of health. Because the skill leaves you with 1HP, you will die, even if you are healed to full. You must sustain further damage after Walking Dead activates so that it can be healed. This makes Living Dead not only incredibly unreliable, but also punishes smart play.

    Dark Dance does not count as a viable damage mitigation skill outside of trash mobs, since it is in no way reliable (and 30% parry rate on a cooldown is terrible anyway). Dark Arts version should not be used because it is not only not reliable, but also interacts poorly with other skills, preventing their application. And with Living Dead, that evasion rate can end up killing you.
    As for Delirium, if that 10% Int debuff is really that important, just get a MNK to do it for you.

    So, if you're going to go out of your way to not include Defiance's HP increase as the quasi-mitigation skill and include Dark Dance as one (at which point, you might as well include lolForesight), DRK might have two more mitigation skills than WAR, but WAR's are substantially better, and capable of being kept up far more often, for a longer period of time, and far more reliably. It also doesn't count the inclusion of Equilibrium, which provides a stronger effect than DRK's closest equivalent, Sole Survivor, with half the cooldown time and no prerequisite for activation, and doesn't need to be applied in advance, allowing you to use it on demand.


    Reprisal is the only mitigation skill that would be notable from DRK's point of view as a main tank, but it's unreliable for the purposes of mitigating tank busters, thanks to its extremely short activation period and parry requirement meaning you can't save it and guarantee its use when it's likely to be the most valued, and thus is not worth considering for the purposes of MT utility.
    (1)

Page 11 of 36 FirstFirst ... 9 10 11 12 13 21 ... LastLast