No. Simply make it so Delirium can work with Dark Arts, and DA'ing it restores 150 TP along with the normal debuff. There, we've fixed it.
I have to agree, change it to 50-66% health and it'll be golden.

For a tank designed to be the "magical defense tank", its actual magic damage mitigation is weak. Its only a tad bit better than PLD and WAR. That's pretty bad given that WAR does a lot more dps than DRK and PLD is much more physically sturdy than DRK.
I think Dark Mind's cd should be changed to 40secs, so it can be used a bit more frequently.

It's up often enough for (averagely-spaced) tank busters/big AOE raid damage isn't it? Not much of a Raider myself but from what I've read from others it's CD is NOT a cause for concern.

As for DRKs TP issues, I think Dark Dance makes the most sense as the TP regeneration skill. Has a good CD and currently has no use outside of MT. Just make it so that in Grit it does it's current thing and outside of Grit it regens TP (more with Dark Arts).

Just about yea. Reducing the cooldown is just a idea. Even a increased duration or buffing the mitigation from 30% to 40% would ensure DRKs really are "The magic mitigation tank". On another note, DRKs group utility is pretty bad. Definitely the worst of the three tanks.
I think TP regen is a waste and is players loosing sight of the game. Between Goad, Paeon, the MCH's turret and hell watchamacallit from AST, the game encourages TP to be cared about and supported by allies. Complete self sufficiency only works against numerous support skills in the game and diminishes their value if everyone is self-sufficient.
A warriors TP regen is really based on Fell Cleave/Decimate/Inner Beast/Steel cyclone.
60/3 = 20. You regen 20 TP a second. 200/60 = 3.3. Equilibrium gives you 3.3 TP per second, so A warrior in deliverance has 23.3 TP regen per second. 190 is the TP cost of the combo rotation. 190/7.5 = 25.333333333333333333333333333333. In a world without downtime a Warrior still eventually taps out even if he had no skill speed except...Wrath/Abandon skills are essentially free TP. Finally you aren't spending any TP when Pacified.
In the worst case scenario if a DRK had Blood weapon on 100% of the time (obviously you cannot) from the base 2.5 he'd go to 2.25. Same 190 cost, He would pay 28.148148148148148148148148148148 but only has the base 20 regen to a Warriors 23.3. Now that was hypothetical because Blood weapon doesn't have 100% up keep.
If we had 180/6.75 however we suddenly hit 26.6 tp spend per second (or well 6.6 TP spend per second after the 20 TP regen per second)
Divine the 1000 TP by 6.6, 150 seconds. Aka if a DRK had permanent blood weapon it be 2 minutes and 30 seconds (we don't).
A very *simple* means of slowing down Drks TP expenditure while still maintaining the value of TP support skills, is to make Syphon strike 50 TP. Frankly you could do similar with the PLD's Riot blade by putting it to 55 TP for instance.
All that being said math wise, I still don't know if making TP easier to hold is the direction to go. There is 4 classes that provide TP to allies. Naturally things like MP and TP regen are to remain valuable.


stuff in bold.Back to your list of CD, it's more like that :
Nope. Being able to stack Inner Beast with other CDs does not mean WAR wins. Not always at least. Lets not pretend WAR has the monopoly on stacking CDs. Remember that DRK has two 60s recast CDs with longer durations, one of which can easily be paired with other mitigations for any given tank buster or even both of them, as 90% of the most infamous tank busters in this game just so happen occur 55-65 seconds apart. LOL@the Odin example. Remember also that its not just the tankbuster that matters but preceding and subsequent auto attack/aoe/whatever damage and longer duration cooldowns help balance this out. I.E. in T13 for first phase Flattens and final phase Akh Morns you can easily have both Dark Dance and Dark Mind up for ALL OF THEM, before actually using a bonafide mitigation tool like Shadowskin/Vengeance/Rampart etc. The same goes for Discoid in A4. 1min apart. DA Dark Mind + Whatever else you want to make your healer's job easier. tl;dr The comparison is flawed, DRK has short recast CDs too, that it can stack and have up for 95% of tankbusters, try again.
People think PLD is far more sturdy because it blocks more damage in between tankbusters, thus requiring less heal overall.
But, when mitigation really matters, WAR has absolutely no drawback, except when when you compare the aftermath of Hallowed Ground vs Holmgang.
Last edited by Syzygian; 07-28-2015 at 03:18 PM.
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