Just curious to hear others' thoughts on this.
Do you think it would be fair if DRK was given a self-heal like Equilibrium or Clemency, and if so how do you think it should work?
Just curious to hear others' thoughts on this.
Do you think it would be fair if DRK was given a self-heal like Equilibrium or Clemency, and if so how do you think it should work?
We already have Souleater and Last Survivor for self-healing.
Abyssal drain too but doesn't help it takes over 2k mp with dark arts.
DA+Souleater & DA+Abyssal work well for me. I wouldn't be against unbuffed Carve & Spit having a heal similar to Equilibrium though. I don't think we particularly need it, but would help to make it more viable since the mp boost is pretty weak on it's own.
True, but WAR has self-heals from attacks and Mercy Stroke too, but also has Equilibrium.
P.S. I am not saying that DRK needs such a thing, just curious as to general thoughts and feelings on the subject and figured I'd start a simple discussion.
Drk should have a 1200 potency self heal.
It's dumb that they don't. In self healing, burst heals are what matter. As for Souleater HP returns, you aren't going to see very high HP returns at all unless you're in full slaying and are outside of Grit (Which wont be returning HP anyway), and can Dark Arts.
It'd be completely fair for them to have one, War has multiple ways to heal themselves too without Equilibrium. Yet they still have Equilibrium.
Neither Pld nor War needed those 1200 Potency Self Heals. Yet they still got it. I don't get why they'd leave Drk without it.
Last edited by Ditto; 08-12-2015 at 02:07 PM.
I'd be fine with them just buffing Souleater to have extra health return similar to how Inner Beast worked circa 2.0 WAR.
As of right now, Inner Beast on 3.0 WAR heals more and gives 20% mitigation for 6 seconds, and it's not like Souleater can be used much more frequently than Inner Beast to justify this disparity.
I feel that DRK self healing is suppose to make up for their lack of physical mitigation, but it's really not there. Instead of just giving them a big burst heal alone it would be nice for them to add healing effects to other abilities, like have Shadow Wall have some sort of regen effect.
I'm personnally against such a heal, as a dark knight should always be about drain from the ennemy and not self abilities.
The problem is that dark arts is way too expensive to be efficient. It's simply not worth it :
Souleater : potency of 260 without dark arts, 400 with it. would you use all that MP for a 140 potency strike+heal ? I don't
Dark Passenger : Dark arts is mostly here for the 15s blind ... which most ennemies resist.
Dark Mind : the 15% extra magic resist could be useful, very situationnal though.
Abyssal Drain : Yes, the heal is good if you get at least 4 or 5 ennemies around, but again, not that much (you should have 10 mobs around to get the heal equivalent to Equilibrium)
Carve and Spit : 450 potency is great on paper. But we are tanks.
That's the whole dark arts mechanic that needs to be changed. Either by halving its cost to be able to use it more often, or by changing its effects so that you actually want to use it.
I use dark arts all the time. Modified dark mind is a god send for magic tank busters. Dark arts soul eater and carve are awesome for dps burst. Dark passenger I almost never modify honestly.
Well, technically the heal on SE is a self-heal as would any "drain" ability as they are not being healed by the actions of someone else but there own.
However, having such a heal attached to an attack would differentiate it from Equibrium or Clemency and would fit the DRK motiff.
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