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  1. #1
    Player
    Esp's Avatar
    Join Date
    Aug 2015
    Posts
    689
    Character
    Espikes Darkwind
    World
    Behemoth
    Main Class
    Dark Knight Lv 100
    We could actually add a ability to our kit as we speak. Since Blood Weapon/Blood Price is currently locked to stance, why not just combine the two buttons and have it change depending on what stance you currently have on (Making Blood Weapon the default if not in either stance), like some of the WAR skills do. This would allow us to either gain a new defensive ability, or return an older one without increasing our current abilities to keep us the same.

    The newer ability could be acquired at the level or job quest where you would have gained Blood Price or Blood Weapon.
    (2)
    Last edited by Esp; 07-04-2017 at 04:56 PM.

  2. #2
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Esp View Post
    We could actually add a ability to our kit as we speak. Since Blood Weapon/Blood Price is currently locked to stance, why not just combine the two buttons and have it change depending on what stance you currently have on (Making Blood Weapon the default if not in either stance), like some of the WAR skills do. This would allow us to either gain a new defensive ability, or return an older one without increasing our current abilities to keep us the same.

    The newer ability could be acquired at the level where you would have gained Blood Price or Blood Weapon.
    My only problem with this is that it makes Blood Weapon share a cooldown with Blood Price, and judging from WAR's reception to the same treatment being given to Unchained/Inner Release, I don't know if I like this idea. Considering DRK has the lowest number of total abilities/spells/weaponskills out of all of the tanks (1 less than WAR and 3 less than PLD iirc) I don't think adding a whole other ability would really make or break anything as far as button bloat. That said, they're not likely to do it. But they're asking for feedback so I felt I would be remiss in not finally giving mine.
    (4)

  3. #3
    Player
    Esp's Avatar
    Join Date
    Aug 2015
    Posts
    689
    Character
    Espikes Darkwind
    World
    Behemoth
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by SyzzleSpark View Post
    My only problem with this is that it makes Blood Weapon share a cooldown with Blood Price, and judging from WAR's reception to the same treatment being given to Unchained/Inner Release, I don't know if I like this idea. Considering DRK has the lowest number of total abilities/spells/weaponskills out of all of the tanks (1 less than WAR and 3 less than PLD iirc) I don't think adding a whole other ability would really make or break anything as far as button bloat. That said, they're not likely to do it. But they're asking for feedback so I felt I would be remiss in not finally giving mine.
    Ah, your correct on that. I always forgot about how it would affect that. ><
    (1)

  4. #4
    Player
    Arek's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    209
    Character
    Arek Qor
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 71
    Quote Originally Posted by Esp View Post
    Since Blood Weapon/Blood Price is currently locked to stance, why not just combine the two buttons and have it change depending on what stance you currently have on (Making Blood Weapon the default if not in either stance), like some of the WAR skills do.
    No, it's not a good idea. Blood Price and Blood Weapon needs to be on different timer.

    There is/will be a number of times where I have Blood Weapon ON just before switching tank. So I can pop up Blood Price directly when I'm Main tank. (Happens alot in Susanoo)

    What I would want the most on DRK :

    - A Self Healing ability, single Target and a bit better than Soul Eater (to be on par with Clemency/Equilibrium, Abyssal Drain single target modifier ?)
    - change to Dark Passenger (useless atm)
    (3)
    Last edited by Arek; 07-04-2017 at 05:29 PM.

  5. #5
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Arek View Post
    Abyssal Drain single target modifier ?
    This is a neat idea, I like it a lot. Something like:

    Abyssal Drain: Deals unaspected damage with a potency of 120 to the target and all enemies near it.
    Dark Arts effect: Restores 1000% of the damage dealt, divided by the number of targets hit.

    This would make single-target DA-AD a 1200 potency heal - exactly the same as Clemency/Equilibrium, and requiring a similar sacrifice of DPS.

    Quote Originally Posted by Flash039 View Post
    Well then you poping your CD wrong then Rampart+ The Blackest Night is more then enough For StormSpilitters . And Shadow Wall for the other.
    This is exactly what I described in my post. Rampart+TBN or Shadow Wall+TBN for every Stormsplitter. Then in between Stormsplitters you have nothing but TBN, which at most mitigates two AAs.

    Compare this to WAR who can just Rampart+Raw Intuition every single one and still have Thrill and Vengeance in between, or if in Defiance, Rampart+IB/Raw Intuition+IB and still have either Rampart or Raw Intuition left over. PLD can Sheltron+Rampart every one, and still have Sentinel, Bulwark, and Clemency for the damage in between.

    DRK just has less mitigation options available to it. Its kit is designed around mitigating tank busters with very little to level out all of the damage in between those tank busters.
    (6)
    Last edited by SyzzleSpark; 07-04-2017 at 05:46 PM.