I actually was surprised how much i liked the dark abilities , initially i was underwhelmed..but it does et better imo. only thing i suggest is a slight buff due to their very long tank/lack there of more tanking CDs.
and they need to change the darkseid aura and i think it would be perfect.
if you played dark knights in FF before - dark knights would basically just drain their hp to increase attack which was just enhanced physical strikes and drain hp for recovery.- Dark knight - at least in FFX-2 was never as flashy and as cool as they are in this game imo.
I think people disappointed with dark knight were maybe expecting a necromancer which dark knights in ff were never like that.
I do somewhat wish they would have drawn more from FFXI's dark knight. The absorb spells in XI didn't work too well in that game, but for this game they would have been awesome. Also after seeing that DRK would be a tank, I fully expected them to use Dreadspikes from ffxi in 14... It's a tank ability that perfectly fits the dark knight theme. I have no idea why they chose to use something as incredibly stupid as living dead instead this. A real drain spell would have been nice as well(no, abyssal drain does not count).I think one of the main thing that the OP is looking for which DRK had in ffxi but not here is the drain ability's spells where you could drain from mobs to boost your self for a bit.
This could make DRK play very differently.
it would also be nice if we could have debuffs that wouldn't get screwed over everytime there's a monk in the group.
Also SE Da boosted Dark passage gives a blind debuff..... This isn't useful for a over 2k mp use out side of trash mobs I'm sorry low level duty trash mobs.
I wasn't expecting a necromancer. I was expecting a DPS that utilized HP sacrifice, considering the DRK abilities in past games drained your own HP to deal damage, but seeing that they always wear heavy armor, I can see why they were made a tank. My problem with it mostly is that it seems like they put little thought into making the job unique compared to other tanks, and just went with the safe path. There are plenty of abilities they could have made that would fit the theme, and make the job unique.
Counterpoint, though, a tank that can realistically sustain with a downed healer is going to be required for any content that matters. If the class can't sustain without a constant supply of external healing, then there's really no point in allocating so many skill slots on self-heals when they could be using mitigation instead.Well, the reason Warrior never worked as a lifetap tank was they relied on burst healing skills. The way to make a lifetap tank is simple. Have a LOT of little healing effects constantly going off. Make them skill based so it requires you using the right skills at the right time to make most of those little heals.
I was thinking about my previous post, and I realized that making this kind of change still doesn't make Living Dead any good. You're not going to get enough healing from it to make it worthwhile on single target (read: boss fights), because the rate of incoming damage is relatively low compared to the strength of each hit. It's the same problem Blood Price has, it's amazing on trash pulls but kind of "eh" when you get to the bosses.
#gitgud
Ongoing mission: Tank everything on DRG. On purpose.
[QUOTE=Kelg;3206648[/QUOTE]
They said from jump that DRK in ff14 will consume mp rather hp.
Self-healing and sustain does the same thing mitigation can do. Its just "different".Counterpoint, though, a tank that can realistically sustain with a downed healer is going to be required for any content that matters. If the class can't sustain without a constant supply of external healing, then there's really no point in allocating so many skill slots on self-heals when they could be using mitigation instead.
I was thinking about my previous post, and I realized that making this kind of change still doesn't make Living Dead any good. You're not going to get enough healing from it to make it worthwhile on single target (read: boss fights), because the rate of incoming damage is relatively low compared to the strength of each hit. It's the same problem Blood Price has, it's amazing on trash pulls but kind of "eh" when you get to the bosses.
The only big difference is Self-healing needs to give you more sustain then mitigation does because it is riskier.
RIFT/GW2 helped this by giving the class a second health bar which could be regenerated with the regens that took the damage first before health.
Last edited by Nektulos-Tuor; 08-02-2015 at 07:40 AM.
I wish they could would incorporate some more team and hp based skills. I had it in my head that they would be HP manipulators, and that their CD's would be dependent on how much HP they had. Like "Shadowskin" could have been "Blood Armor" and become a stronger mitigation % based on how low your HP was (i.e. at 90% hp you would get 10% damage reduction, down to 10% hp granting a 90% damage reduction).
The earlier mentioned "Death March" could have been their lvl 50 super CD where they draw a little HP from ever party member and create a shield like SCH that blocks a parallel amount of damage as HP siphoned (something like amount x number of pt members) + ads a DET up to every party member. It would exchange a portion of the HP pool for mitigation, DPS, and Heals buff.
We'll see what the future holds.
Last edited by Yhximott; 08-02-2015 at 11:26 AM.
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