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  1. #1
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Fateborn View Post

    Dark Arts removed.
    Why? Dark Arts is part of what gives the job its pacing, all the MP costs and returns are designed around it. Every Dark Arts ability has an occasion where you would or would not want to DA it.
    -Souleater: While leveling, alternating between DA and non-DA Souleater is your best MP-to-DPS efficient rotation once aggro has been established before getting Delirium.
    -Dark Dance: DA on trash w/o Blood Price, non-DA on bosses.
    -Dark Mind: DA during progression, non-DA to save MP once attacks are survivable without it.
    -Dark Passenger: see Dark Dance
    -Carve and Spit: DA on single target, non-DA during AoE.

    Quote Originally Posted by Fateborn View Post
    Blood Weapon available to Grit
    If people take the time to understand DRK's design instead of mindlessly parroting back Xeno's mogtalk soundbites, its clear that Blood Weapon is our OT stance in cooldown form. Allowing it in Grit is akin to allowing Deliverance and Defiance, or SwO/ShO to be used simultaneously.

    Quote Originally Posted by Fateborn View Post
    Dark Dance and Dark Mind no longer require Darkside
    This along with other changes you have both reduces the penalty and skill ceiling for DRK's playing poorly and encourages enabling/disabling Darkside which should be on 100% of the time that you are in combat.

    Quote Originally Posted by Fateborn View Post
    Darkside mana consumption per second tripled while activated.
    Terrible design choice IMO, although I see that you're trying to balance this around not having DA anymore. It just makes the job easy and boring.

    Quote Originally Posted by Fateborn View Post
    Darkside now enhances some abilities while activated.
    Includes: Power Slash, Souleater, Carve and Spit, Abyssal Drain, Dark Passenger, Dark Dance, Dark Mind
    This again implies toggling Darkside off and on when it should be on pretty much all the time.

    Quote Originally Posted by Fateborn View Post
    New enhancement: Scourge - Increase damage taken by 10%, Delirium - Inflict Silence for 5s.
    @Scourge - RIP any tank comp without a DRK w/ a 100% uptime Trick Attack.
    @Delirium - DRK does not need a Silence. Its very difficult to have a party comp that doesn't have at least one silence.

    Quote Originally Posted by Fateborn View Post
    Enhancement shift: Power Slash - Increased Enmity removed for +100 Potency for a total of 400 combo potency
    All this does is make the decision between Delirium and Power Slash harder, when it doesn't need to be. Its also still 100% inferior to DA Souleater.

    Quote Originally Posted by Fateborn View Post
    Skill shift: Dark Dance - When Parrying, counterattacks the parried damages.
    Needless, and a huge boost to DRK MT DPS, further locking us into MTing.

    Quote Originally Posted by Fateborn View Post
    Buff: Salted Earth - Inflicts Heavy on foes inside.
    There's a reason they don't give tanks PvE heavy effects, because it screws with positioning. So "no" to this.
    (2)

  2. #2
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Quote Originally Posted by SyzzleSpark View Post
    If people take the time to understand DRK's design instead of mindlessly parroting back Xeno's mogtalk soundbites, its clear that Blood Weapon is our OT stance in cooldown form. Allowing it in Grit is akin to allowing Deliverance and Defiance, or SwO/ShO to be used simultaneously.
    I wouldn't mind seeing Blood Weapon gain an alternative function while using Grit. I don't like the idea of having dead skills on my bar (it works for WAR since its stances both come with analogous skills that can be easily macro'd to switch, but DRK just ends up with dead space), and I've no doubt that there's room to do something with it.

    Additionally, I'd like to see Grit and the PLD stances come off the GCD. Stance-dancing is a pretty fun mechanic with WAR, and while the other tanks can do it decently, tying the stances to the GCD ends up really hurting the sense of pacing in a fight. It just doesn't feel right.
    (2)

  3. #3
    Player
    MoarLegion's Avatar
    Join Date
    Apr 2012
    Location
    Bastok
    Posts
    117
    Character
    Alindalia Finrandi
    World
    Excalibur
    Main Class
    Archer Lv 60
    Quote Originally Posted by Kiteless View Post
    I wouldn't mind seeing Blood Weapon gain an alternative function while using Grit. I don't like the idea of having dead skills on my bar (it works for WAR since its stances both come with analogous skills that can be easily macro'd to switch, but DRK just ends up with dead space), and I've no doubt that there's room to do something with it.
    I think Blood Weapon should be our Bloodbath while in Grit. DRK could use a steroid buff in Tank Stance and I think Blood weapon having the haste and HP drain would fill that role, and make DRK more interesting to play in general.
    (0)
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