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  1. #21
    Player
    Decederes's Avatar
    Join Date
    Apr 2016
    Posts
    24
    Character
    Skaige Sanoske
    World
    Hyperion
    Main Class
    Culinarian Lv 60
    Quote Originally Posted by Ultimatecalibur View Post
    I can't side with it due to the information used being known as out of date, incomplete and mistranslated.
    Potency isn't mistranslated. Having one combo isn't mistranslated. Removing the DoT, 2 oGCD's, an entire combo, and adding NOTHING isn't mistranslated. BS is a meh replacement of Scourge that doesn't need to be tracked, BN is the only "questionable" ability since we don't know how or when the 50 blood generates, Q is worthless outside of dungeons+trash pulls. What is there exactly that is "out of date" and "mistranslated"? The only thing up in the air right now is BN's Blood generation, and whether or not SS's PvP effect is PvE now. This job is going to be a one combo, brain dead rotation.
    (7)

  2. #22
    Player
    Spune's Avatar
    Join Date
    Oct 2014
    Location
    Exodus
    Posts
    7
    Character
    Azula Skye
    World
    Exodus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    Soul Eater has been increased to have the same potency as Delirium once had. So their has been no potency lost when not comboing into a normal SE rather than Delirium.

    Dark Knight is still going to be very busy as it will still be interweaving a lot of oGCDs.
    I understand why they took Delirium away and I wasn't talking about it. I was talking about scourge. Adding scourge back into our rotation would do a tons to bring our dps back where it needs to be, and it could be used as a 3rd combo ender like goring blade for pld. (I'd prefer it back the way it was as a solo dot but I'm sure that would never happen)

    The Dark Passenger nerf was unwarranted and in my mind not a good idea. If the idea was to lower the skill cap of DRK nerfing and ability and making it only a DPS increase on multiple adds increases the cap.

    DRK might be busier as designed in SB but not as busy as it was and thats what I and a lot of DRK players liked. The other two tanks have nearly no oGCDS and I personally find that boring. DRK played like a DPS and was a lot of fun for that reason.
    (0)
    Last edited by Spune; 06-04-2017 at 11:46 PM. Reason: 100 char limit

  3. #23
    Player
    Falar's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    I also really am dismayed at the DP nerf.

    It was only up every 30s, but was so good in the right circumstances.

    They already took away 3 oGCDs......was a nerf to DP really needed? As it was DP, Scourge, plunge, were all 30s cooldown and it was so easy to keep them synced.
    (4)

  4. #24
    Player
    whiteblade89's Avatar
    Join Date
    Jun 2015
    Posts
    374
    Character
    Auron Vale
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Didn't SE mention somewhere that they wanted to get away from the DPS meta? Maybe I'm wrong on that, but a lot of these changes make sense in that regard, even if some of them suck for us. It's clear that they're wanting tanks to ACT like tanks now, which is fine to some degree. But I definitely agree that on paper the job seems a bit more boring. DRK always felt like controlled chaos to me, which fit with the flavor of the job. But now I'm kind of afraid that the chaos factor is gone. Guess we'll see in a couple weeks....

    Quote Originally Posted by Falar View Post
    I also really am dismayed at the DP nerf.
    As am I. DA+DP is one of the more unique ways that we mitigate damage. Mixed with a DA+DD was just plain awesome to me. But we've lost DD now and DP currently costs too much mp to make it worth it I guess. I'm crossing my fingers that they at least reduce the mp cost of it before 4.0 hits. I can deal with the 10 potency loss, but let us retain some semblance of uniqueness, even if it only shines in dungeons.
    (1)
    Last edited by whiteblade89; 06-05-2017 at 07:28 AM.
    Quote Originally Posted by alimdia View Post
    It really isn't that hard to treat other people like human beings.

  5. #25
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Decederes View Post
    Theorycrafting doesn't mean it can't be true. If people are providing mathematical evidence regarding rotation potency, until shown to be untrue, I have to side with it.

    .
    Paladin is fine , they gave four skills to the cross role system, let them make it , Im so glad that clemency is half the mp cost now so they truely are the best self healing tank
    (0)

  6. #26
    Player
    Decederes's Avatar
    Join Date
    Apr 2016
    Posts
    24
    Character
    Skaige Sanoske
    World
    Hyperion
    Main Class
    Culinarian Lv 60
    Quote Originally Posted by bswpayton View Post
    Paladin is fine , they gave four skills to the cross role system, let them make it , Im so glad that clemency is half the mp cost now so they truly are the best self healing tank
    PLD is more than fine. DRK and WAR are my concerns. PLD has nothing to worry about. Best self mitigation, best pt mitigation, best self healing, best pt healing, best physical dmg according to potency, rotations, etc and best magical damage. It's just weird, because it seems like there are plenty of identities to go around but now PLD is everything.
    (0)

  7. #27
    Player
    Mahono's Avatar
    Join Date
    May 2016
    Posts
    18
    Character
    Mahono Miyagi
    World
    Phoenix
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by aqskerorokero View Post
    Just for clarification, Pld gets only skills that it deserves, and that war and drk already got.

    To me the situation between 3 tanks now on info is like "rock paper scissors", no tank can be better than one and be better than other one. More fair compare to 3.x
    The issue is not what PLD got, "When something is not broken there is no need to fix it" DRK and WAR shouldve been left untouched if this is what they had in mind. Imo PLD got improved, kudos to that but there was no need to bring down the other 2 tanks while buffing PLD
    (3)

  8. #28
    Player
    Falar's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by whiteblade89 View Post

    As am I. DA+DP is one of the more unique ways that we mitigate damage. Mixed with a DA+DD was just plain awesome to me. But we've lost DD now and DP currently costs too much mp to make it worth it I guess. I'm crossing my fingers that they at least reduce the mp cost of it before 4.0 hits. I can deal with the 10 potency loss, but let us retain some semblance of uniqueness, even if it only shines in dungeons.
    You've got that right.

    So many hero pulls a healer would panic, only for me launch into DA-DD and then a DA-DP and watch the misses pile up.

    When that evasion window closed, then I would activate BP and a defensive while spamming DA-ADs.

    The first half of that was always epic. It will be missed.
    (3)
    Last edited by Falar; 06-05-2017 at 12:46 PM.

  9. #29
    Player
    Falar's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    Also, there will never be "getting rid of the DPS meta" in any raiding scenario. Players will always look for ways to eke out any kind of a DPS gain as the fact of the matter is DPS is always king for taking down an encounter quickly.

    The only way to limit it is fights that have mechanics that punish you for pushing phases too quickly, but those are few and far between.
    (5)

  10. #30
    Player
    mcspamm's Avatar
    Join Date
    Apr 2015
    Posts
    99
    Character
    Sophi Wynne
    World
    Malboro
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Falar View Post
    So many hero pulls a healer would panic, only for me launch into DA-DD and then a DA-DP and watch the misses pile up.

    It will be missed.
    I see what you did there. ;^)

    RIP evasion tanking in dungeons.

    Personally, I'm more annoyed that DRK is losing a combo, which essentially turns them into 2.0 PLD with a handful of oGCDs.

    Power Slash isn't used much at high levels of play, and now that SE combo was buffed to presumably make up for losing Delirium, there's still no reason to Power Slash after establishing aggro on the pull (which on its own would have been fine - it's rather annoying when off-tanks spam enmity combo without regard to ripping hate).

    Coupled with the removal of Scourge, the core single-target GCD rotation looks like it will be something akin to (not accounting for Blood Gauge):

    Power Slash combo > SE combo > SE combo > SE combo > SE combo > SE combo, ad nauseum.

    I find level 50 PLD rather boring, so even with periodic uses of Bloodspiller and oGCDs to weave, the removal of Delirium and Scourge strike me as oversimplifying DRK, making it seem bland and boring compared with its 3.x self.

    Also, tanks will have access to Shirk (AKA Shadewalker) as a role skill, so the need for and therefore use of enmity combos will be further deterred.

    While I understand and appreciate the need to remove, simplify, and/or merge excess abilities both to make room for new ones in 4.0 as well as reduce the skill floor of the job, I find myself concerned with some of the choices that were made on how to achieve this for DRK.

    I really hope DRK is more fun to play in 4.0 than it currently sounds on paper, but I'll reserve judgement until I try the finalized version in 4.0.
    (0)
    Last edited by mcspamm; 06-05-2017 at 02:51 PM. Reason: Typos, wording choices, further elaboration

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