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  1. #13
    Player
    Hundred's Avatar
    Join Date
    Sep 2013
    Posts
    282
    Character
    Delcas Seven
    World
    Lamia
    Main Class
    Warrior Lv 81
    Lol'd so hard when I read Dark Mind is worthless because it lasts 10 seconds. You know how long Sentinel & Shadow Wall lasts or Inner Beast? The duration is fine. Know when moves are coming out and act accordingly.

    Drk Isn't on a spot with 2 less cooldowns, They have the same quantity as PLD's. PLD's Sentinel and Convalesence (and awareness but lol) are more potent. Shelltron is physical 1 hit, Dark Mind is magical however many hits fit in 10s.


    The deal isn't to make tank classes the same. If one wants all classes the same then there is no point in classes at all. Its for each Job to have is strengths and weaknesses to make them valuable. Square is setting up Pld to be the main Physical damage tank with defensive team support, thats not a biggie. They've set up warrior to enable the other tanks full potential via Storms Path & Storms Eye while also being potent as general damage mitigation through Inner Beast. They're setting up Dark to be the Paladins Magical counter-part but it does not have defensive team support. In terms of every tank having its niche that makes it desirable the questions are primarily

    1) Has SE met its goal of DRK having an advantage for Magical Damage.
    2) If SE has Met the first goal is this advantage large enough to make up for the reduced Utility they provide to teammates
    3) If the Advantage is not large enough, then what other advantages do they bring. Is it personal damage, team defensive, team offense, team healing?
    4) For their Skills/mechanics in general does everything have its purpose is anything particularly clunky/unwieldy. Obviously some skills are not meant to be used generally and are there for specific situations, are they good at these situations?
    'As far as Magical damage goes I believe the DRK is pretty much where it needs to be.

    Living Dead is an example of 4). It works and its a functional skill but does not speak well for the long term. The more Health a DRK has the more health that must be restored. Health goes up with gear, while the CD is lower then Hallowed ground it is certainly a more cumbersome skill with lesser results. Is the expectation that Healer output will scale linearly with tank health so that there is no disruption at all as we gain more and more health?
    (1)
    Last edited by Hundred; 07-16-2015 at 09:31 PM.

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