Please no, voke is one of the actions I overwrite with pvp skills. I needs that hot bar space.Very excited for season's to start.
I'm hoping we can see some Tank Abilities add value to PvP... (Provoke being an example) Would be nice if this did something in PvP as right now it's useless.
An example would be that it adds a debuff on the target that lowers their attack against all targets, except the "take" provoker, who is now weaker against said target.
Thanks,
The Dark Arts thing doesn't really change anything in terms of MP drain, having ready access to Dark Arts doesn't mean you'll Souleater or Carve and Spit more often. All it really does is make the Dark Dance Dark Passenger combo less irritating to do, you wont have to either delay one or set up Dark Arts early... Well, you'll still have to set up Dark Arts early/delay, just 3 seconds early instead of 5... As far as DPS and MP drain goes though, not much of a change... MP really isn't an issue until Grit goes up, though I'd still trade Enliven for Manadraw in a heartbeat...Right? I might actually dust off my Drk now.
As for the Dark Arts adjustment, it shouldn't be too bad in PvP, as the amount of Mp drained by darkside in PvP settings is at a reduced rate. The part that confuses me is that it is also being changed for PvE. Given that Mp reduction is at the normal rate in PvE settings, and there have been no buffs (that I know of) to Drk's ability to regain Mp, it seems strange that they'd also decrease it's CD in PvE ... unless there are more non-PvP related changes that we just don't know about yet.
Glad they finally gave Tar Pit a respectable effect... How much damage is 300 potency in i150? 600~900? Fairly OK self heal, still weaker than Equilibrium or Clemency, but it actually has some potential as a self heal now and that Heavy effect finally makes sense (self heal and run). Carnal Chills change is great too, given you can cleanse it that long duration was definitely a mistake, shorter duration but more frequent is far more useful... I think my only concern is that their utility is actually worth considering now, meaning their burst potential is slightly diminished... 300 potency on Tar Pit is great, but now I may want to hold off on using it for the drain effect... They've got very generous recasts now though, so that shouldn't be too much of an issue...
I still think Dark Knight is lacking something though, at best I think this puts the Job back where it was before 3.22 destroyed it... Granted I was perfectly fine with it back then...
- Dark Arts
Recast Time: 5s → 3s (PvP and PvE)
this such a pointless buff if you don't decrease the mana cost of dark arts in pvp by 50 %
- Carnal Chill
Recast Time: 120s → 90s (Enhanced Carnal Chill: 90s → 60s)
Damage Penalty: 10% → 40% (Enhanced Carnal Chill III: 20% → 60%)
Duration: 20s → 6s
it will definitely be something the enemy team cant ignore but it seem pretty easy to counter even tho i will enjoy timing it right 6 sec ? some black mages cast time is longer then that. 10 or sec duration would be a better balance. the short duration of this makes this so easy to counter. other numbers that could work would be 50 % damage penalty. 10 sec duration. it will definitely be a game changer but if we are not getting a meaningful dps buff i think the duration of this should be at least a bit longer
Last edited by FreggyBloodsworn; 04-12-2016 at 03:30 PM.
No one is playing dark knigth in pvp becouse they suck rigth now, adding a new pvp Skill that share dmg with targeted player. the animation could be a blood beam going from the dark knigth to the targeted player. the effect of it could be.
Blood Bond : redirect 30 % of incoming damage from the targeted player to the caster for 30 sec. cooldown. 2 min
this could be a nice thing both in pve and pvp. i hope they add this soon so dark knights become an actual choice.
but more likely is they will add something like this in next expansion but you could always hope
You're confusing me. So I'm guessing the first "gauss round with ammo" is actually clean shot with ammo, and it will definitely be buffed with reassemble for a certain crit. I don't really remember the crit multiplier though.So that has a total Pot of 660+170+250 (assuming both dots up) for a total of 1,080
Now if we follow the same idea, one GCD, two off GCD's for Mech you get:
Between the Eyes 450
Gauss Round with ammo on GCD 220
A Rapid Fire Gauss Round with ammo for 660 (off GCD)
Total 1,330
Nor does that need two gcd's to set up.
But what's this rapid fire gauss round with ammo adding up to 660 potency about? For one thing ammo doesn't pump up the potency of gauss round, only works for weaponskills. In fact, rapid fire doesn't affect skills off the gcd at all; it only reduces gcd recast time and removes the cast time for them. Were you just taking some kind of shortcut in the math I'm missing or did you just triple the potency thinking it worked in a way similar to duality and barrage?
Doing the math myself (one gcd + 2 off gcd) I get:
Proc'd clean shot + ammo +crit -> 220 x 1.5ish(?) = 330
Ricochet on a lone target = 300
Between the Eyes = 450
Total: 1080
Of course there's the other things like straight shot crit chance vs. hot shot 5% damage, internal release, turret shots, wind/venomous bite and what not.
I think it lacks the skill involved to use it when compared to cover and your proposed duration is way to long. They should just give dark knight a cover skillNo one is playing dark knigth in pvp becouse they suck rigth now, adding a new pvp Skill that share dmg with targeted player. the animation could be a blood beam going from the dark knigth to the targeted player. the effect of it could be.
Blood Bond : redirect 30 % of incoming damage from the targeted player to the caster for 30 sec. cooldown. 2 min
this could be a nice thing both in pve and pvp. i hope they add this soon so dark knights become an actual choice.
but more likely is they will add something like this in next expansion but you could always hope
Empyreal barrage is 660, farshot is 240, you have sidewinder for 250, and bloodletter for 150. That's 1300 with a setup that requires 2 DoTs and all instant casts.
Clean shot /w ammo and reassemble = 220 + 50% = ~330
Gauss round = 200
Ricochet assuming no other targets = 300
Between the Eyes (after change) 450
That totals 1280.
I'm also not sure where you're getting 660 from with "rapid fire + gauss round", because gauss round is an oGCD ability and doesn't have it's potency boosted by ammo.
Depending on what shots you want to have lined up for your burst, you need to ready up procs for clean shot and slug shot which are GCD skills.
I don't think you know how MCH works, because some of the things you're saying doesn't add up, specifically gauss round. All rapid fire does is make your weaponskill casts instant and reduces GCD to 1 second, not triple anything like barrage does.
Last edited by RiceisNice; 04-08-2016 at 06:26 AM.
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True. It really does seem more like a QoL adjustment than anything else; though, in PvP specifically, it could allow for a slightly stronger/sustained burst at the expense of going broke on your Mp. It would be one of those "all or nothing" decisions that you could make in the spur of the moment. Personally, I enjoy that kind of aspect of PvP.
Another example of that spur of the moment decision making right there. Pld's have similar decisions to make when deciding where to direct their attention (healer support vs. Dps support and where to utilize their stuns). I think this will make Drk have a similar play style. Instead of just attacking willy-nilly, they'll now have to weigh their actions between effect vs burst and which is more needed. I don't think that decision will be all that difficult, as the tank is not often the direct target of an assault, but it will definitely give them something to think about later in the match when they start to collect medals and get increased vulnerability.
It lets you do more Dork Arts through oGCD skills, such as SaC and dork passenger, not just in PvP but PvE too for that extra boost in dps.True. It really does seem more like a QoL adjustment than anything else; though, in PvP specifically, it could allow for a slightly stronger/sustained burst at the expense of going broke on your Mp. It would be one of those "all or nothing" decisions that you could make in the spur of the moment. Personally, I enjoy that kind of aspect of PvP.
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I actually missed that side note about it being both pvp and pve. Was very tired this morning lol. I don't know.. if they're making more changes to existing skills in pve that will affect pvp we should have been told about those as well. I'm just glad to see they're at least listening to some amount of the feedback we've given. I won't make too many negative or positive comments about these changes till i've gotten to see them in action first though. I still feel like not enough is being done or communicated to us but it's a good start
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