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  1. #1
    Player
    Delta041's Avatar
    Join Date
    Jun 2011
    Posts
    119
    Character
    F'yahna Mhasi
    World
    Cactuar
    Main Class
    Summoner Lv 70
    The only problem I had with DRK was the lack of synergy between Grit and pretty much the rest of DRK's kit

    It costs a global cooldown to reapply
    Reapplying it costs nearly as much MP as Dark Arts
    You can't use Blood Weapon with it, forcing you to either depend entire on Blood Price and syphon to manage MP or having to drop it, eating up a GCD and potentially a Dark Arts cast when you need to reapply it

    Something I'd like to see is Grit being an off global that still costs MP (like Dark Passenger) or Grit decreasing the cost of Dark Arts so you don't tank your MP as quickly while using it.
    (0)

  2. #2
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Delta041 View Post
    The only problem I had with DRK was the lack of synergy between Grit and pretty much the rest of DRK's kit

    It costs a global cooldown to reapply
    Reapplying it costs nearly as much MP as Dark Arts
    You can't use Blood Weapon with it, forcing you to either depend entire on Blood Price and syphon to manage MP or having to drop it, eating up a GCD and potentially a Dark Arts cast when you need to reapply it

    Something I'd like to see is Grit being an off global that still costs MP (like Dark Passenger) or Grit decreasing the cost of Dark Arts so you don't tank your MP as quickly while using it.
    I'd rather Blood Weapon not be tied to not having Grit and Darkside buffed to 18.75% when in Grit. Its a stupid penalty.

    Why dark side buffed to 18.75% in grit? Its simple. It says it increases damage by 15%. So it would increase it to 1.15, however in Grit its buff is reduced. So to make it 15% in grit you would need to buff it to 18.75%. That would make DRK damage 0.95 in grit.

    New Trait:
    Hasty Reprisal Removed: Seriously, you get this trait only a few levels right after you get reprisal.

    Deflection: [Dark Knight (Lv: 28)]
    Adds an additional effect to reprisal.
    Additional Effect: Increases damage reduction of the Dark Knight by 10% for 20s.

    Blood Weapon
    Remove Grit Penalty
    Converts physical damage dealt into HP instead of MP whilst in Grit.

    Darkside:
    Buff to 18.75% whilst in Grit.
    (So its 15%.)

    Reprisal
    Delivers an attack with a potency of 210.
    Can only be used immediately after parrying an attack.
    Additional Effect: Increases target's chance to be critically hit by 8% for 20s.
    Lower CD to 30 seconds from 60.

    Grit:
    No longer on GCD, but costs health to cast instead of mana.
    (Increasing CD on the ability to 10 seconds however.)
    (0)
    Last edited by Nektulos-Tuor; 10-30-2015 at 02:51 AM.

  3. #3
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Delta041 View Post
    The only problem I had with DRK was the lack of synergy between Grit and pretty much the rest of DRK's kit

    It costs a global cooldown to reapply
    Reapplying it costs nearly as much MP as Dark Arts
    You can't use Blood Weapon with it, forcing you to either depend entire on Blood Price and syphon to manage MP or having to drop it, eating up a GCD and potentially a Dark Arts cast when you need to reapply it

    Something I'd like to see is Grit being an off global that still costs MP (like Dark Passenger) or Grit decreasing the cost of Dark Arts so you don't tank your MP as quickly while using it.
    See, here I disagree. Grit is the tanking "stance," and so mana regen is slower there, and you have to be more careful with Dark Arts. I find the gameplay change between Grit and non-Grit to be compelling, because it makes you carefully consider how you use your mana (rather than just going crazy with it). You still have your Souleater combo to regen mana with, and in a pinch you can just cut Souleater out and just repeat the first two steps until you have enough mana.

    The guides say you want to not let yourself dip below 30% mana, but I've found myself much more comfortable with keeping ~50%-60% mana. And it goes in phases: below 50%, I hold back and rely on cooldowns for mitigation, and only use DA if absolutely necessary, but above 50-60%, I let myself be a little more liberal (DA-AD is beast for AoE enmity).
    (0)
    Last edited by Jpec07; 10-30-2015 at 02:48 AM.
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