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  1. #221
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,344
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Deathshiro View Post
    I'm pretty sure DRK was only brought for the approx 5k shield on the other tank because world first.
    nobody cares for that 5k shield. except warriors who like to point out how awesome a 5k shield is... (do they even believe their own words?)

    DRK was brought because he still has awesome magical mitigation and the tank busters in omega do magic damage. so DRK is actually the best maintank in omega.
    the problem here is that you have design fights specifically in a way to suite DRKs magical mitigation - otherwise it's the worst tank out of the 3.

    with the removal of Foresight and 20 seconds Reprisal our physical mitigation is lacking now and TBN alone can't make up for the loss. especially since TBN only works well for tanbusters, excatly like the new 5 seconds Reprisal. we have not much left for autos and stuff.
    (1)
    Last edited by Tint; 07-31-2017 at 10:58 PM.

  2. #222
    Player
    Windwalker's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    246
    Character
    Talu Seekku
    World
    Balmung
    Main Class
    Warrior Lv 100
    Allow Warriors to use greatswords too and give scythes to DRK
    (0)

  3. #223
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Tint View Post
    nobody cares for that 5k shield. except warriors who like to point out how awesome a 5k shield is... (do they even believe their own words?)

    DRK was brought because he still has awesome magical mitigation and the tank busters in omega do magic damage. so DRK is actually the best maintank in omega.
    the problem here is that you have design fights specifically in a way to suite DRKs magical mitigation - otherwise it's the worst tank out of the 3.

    with the removal of Foresight and 20 seconds Reprisal our physical mitigation is lacking now and TBN alone can't make up for the loss. especially since TBN only works well for tanbusters, excatly like the new 5 seconds Reprisal. we have not much left for autos and stuff.
    That's precisely why making DM reduce all damage instead of just magical would fix most of the mitigation issues for DRK without essentially being OP. As of right now, they are tuning the fights to make DM very good, by making bosses deal mostly magic damage (except V3S), just like in Gordias. Making DM reduce all damage would allow them to put more physical damage without negatively impacting DM's usefulness, and would bring us roughly to the same level as the other tanks in terms of self-mitigation. Not higher like some people tend to think. Look at V3S, the boss there deals mostly physical damage, magic damage being only raid-wide in this fight. DRK suddenly has a harder time properly mitigating damage as MT in this fight than the other tanks, while in O1S, O2S and O4S it's roughly equal to the other tanks.

    The only reason why PLD are OTing right now is not because DRK has higher magic mitigation, it's because they can bring extra mitigation to the MT while OTing, and this mitigation would be unused most of the time if the PLD was MTing (Unlike TBN, Intervention cannot be used on self, so making PLD MT would be a waste, same for Cover, since now it gives 20% mitigation to the PLD on top of covering, it's just like tank-swapping + popping Rampart for 10sec, but without the tank-swapping part, which is amazingly strong). DRK and PLD are roughly equal in terms of magic mitigation, and I'd even say that WAR is too, since they got Rampart, and even before having Rampart, WAR was really good in both physical AND magical mitigation. DRK just falls behind a LOT when it comes to mitigating physical consistent damage, like autos and cleaves. TBN doesn't make up for the lack of something like Bulwark or Raw Intuition at all. And DM could fill this role if it wasn't magic-only.
    (3)

  4. #224
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    With Dark Mind I would like the 30% DMGreduction to be made base - no DA required. Feels that DADM and TBN step on eachother's toes, and that triple weave is gross and can be difficult to avoid - don't want to pop TBN first due to it's short duration, and fitting a GCD between DA > DM is most impossible to do because 3-of-4 of your likely WSs will consume the DA instead. Not to mention it's half your MP.

    Give the full 30% for vanilla DM, and remove the DA or change it to something else.

    Some adjustment to DA+DM where you'd DA+DM, or DM+TBN, but rarely both, depending on single hit VS multi hit / prolonged damage, I suppose.

    Shadow Wall could have a Darkside requirement + DA effect too. A DA effect extending SWall to 20s could justify a low 90s recast, as DRK would have to be wary of overusing DA+Shadow Wall, since it could amount to a substantial DPS loss overtime.

    Or better self healing could fill a lot of gaps too. DEL having a 2700 potency HP restore in Grit makes sense to me,

    Maybe Blood Price grants a 150 potency HoT, and increase HP recovery via healing magic and absorbs by x% and y%.
    (3)
    Last edited by Xenosan; 08-01-2017 at 01:25 AM.

  5. #225
    Player
    MauvaisOeil's Avatar
    Join Date
    Mar 2017
    Posts
    297
    Character
    Jaghatai Dotharl
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    Fair fact: If blood weapon increase attack speed and generate blood and mp by swinging, blood price should reduce damage taken while generating blood and mp while hit.

    Not much, like 10%. Actually the skill is so niche...
    (3)

  6. #226
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Xenosan View Post
    Give the full 30% for vanilla DM, and remove the DA or change it to something else.
    DM being 30% vanilla and the DA version covering physical as well as magic could be a nice change.
    (0)

  7. #227
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by MauvaisOeil View Post
    ...
    From a lore standpoint, too, it does make sense.

    Ishgardian Citizen: So as I was saying, that heretic was fighting like a man possessed. Even after he took several wounds, he showed no sign of pain─though there was no mistaking the blood.
    Ishgardian Citizen: As the fight wore on, it began to soak through his armor, spreading to every ilm of his body. But when it began to rise and envelop him as a mist, I realized it wasn't blood, but something dark and twisted...


    There are many things that they could do with it: DR, a thorns effect, a dread spikes trait. Alternatively, they could add some kind of a damage boost to it, just to contrast the slow, ponderous swings of Grit with the fast, lighter swings out of it. It wasn't a bad ability when stacked on BW, but when you're forced to choose, it becomes fairly underwhelming, especially when it has 25% of the MP restoration and a third of the blood generation of BW per tick (not to mention the fact that bosses have a much slower rate of attacks when you factor in casts than you do).

    One more thing that I'd like to mention: reducing DA's animation time would be an extremely nice quality of life improvement, given that pretty much every forced double weave involves it. Would help those who are worse for wear after the server move.
    (0)

  8. #228
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Lyth View Post
    One more thing that I'd like to mention: reducing DA's animation time would be an extremely nice quality of life improvement, given that pretty much every forced double weave involves it. Would help those who are worse for wear after the server move.
    This is a huge thing for me. I know my ping doubled after the move as I live in the northeastern US. The amount of forced double weaves we have is insane and makes me really resent DA-Syphon, although I see its value in our new rotation.

    Part of me wishes DAs could be stacked so that if you use it twice in a row without an ability that benefits from it they'd stack up to say 3-5 times.

    Example:

    You just finished an SE combo and now: SE (DA) -> HS (DA) [now at 2DA] -> Syphon [-1 DA] (C&S) [-1 DA, now at zero]-> SE
    (0)

  9. #229
    Player
    Starkbeaumont's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Jandor View Post
    DM being 30% vanilla and the DA version covering physical as well as magic could be a nice change.
    well balanced with the other tanks in mind...
    (0)

  10. #230
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Jandor View Post
    DM being 30% vanilla and the DA version covering physical as well as magic could be a nice change.
    IDK if paying a DA for that is something that I would do. I'd rather have the vanilla version work on all damage types, and keep the +15% increase from DA (for both).

    If DM gets a rework like the ones we've been talking about, I'd actually like to see its duration increased. Its power could be dialed back to compensate. Example:

    Dark Mind
    Recast: 60s
    Reduces damage taken by 10% for 20s
    DA effect: increases damage reduction to 25%.

    We just so desperately need a cooldown that lasts longer than 10s. Its insane that we don't have one in spite of our mitigation suite being so under-powered and resource intensive.
    (9)
    Last edited by SyzzleSpark; 08-01-2017 at 05:15 PM.

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