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  1. #261
    Player
    Archamgel's Avatar
    Join Date
    Oct 2013
    Posts
    55
    Character
    Logan Grayborn
    World
    Jenova
    Main Class
    Scholar Lv 70
    I'm no expert at Drk by any means (it's the first tank I have capped), but I can't for the life of me figure out why they put TBN as a cap. Sure, it's a far better cap stone than many other jobs got, but it is the one skill that makes the whole thing click into place and makes it at least 10x more fun and fluid.

    It should be earlier in the leveling process. I was complaining to my friend about hating slamming DA every 3secs and now I love the job.
    (1)

  2. #262
    Player
    ElasmoFan's Avatar
    Join Date
    Dec 2013
    Posts
    126
    Character
    Seirenes Seabringer
    World
    Faerie
    Main Class
    Machinist Lv 90
    Any recent dark knight guides out there that factor in the 3.05 changes? I've found some from a month ago but not sure if they're still relevant since there was some changes to things since then.
    (0)

  3. #263
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by ElasmoFan View Post
    Any recent dark knight guides out there that factor in the 3.05 changes? I've found some from a month ago but not sure if they're still relevant since there was some changes to things since then.
    The only thing they keep changing is whether TBN is an insignificant potency loss or an insignificant potency gain.

    DRK hasn't seen meaningful changes for 2 years aside from SB's initial launch, which was a huge disappointment for most that main the job, hence this thread.
    (11)

  4. #264
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by SyzzleSpark View Post
    The only thing they keep changing is whether TBN is an insignificant potency loss or an insignificant potency gain.

    DRK hasn't seen meaningful changes for 2 years aside from SB's initial launch, which was a huge disappointment for most that main the job, hence this thread.
    I agree completely. The kit feels slightly lacking between tank busters, and I believe that we are still worse off dps wise than paladin at higher levels.

    I would really like to see them double down on the conversion between mana and blood by adding effects which lowered the cool downs on various moves. For example: Bloodspiller lowering the cd on carve and spit and dark arts lowering the cd on delirium would give the job a much more unique feel, with more synergy between the skills and resources, while highlighting the importance of tbn regardless of its dps loss or gain.
    (1)

  5. #265
    Player
    MixZ's Avatar
    Join Date
    Aug 2013
    Posts
    154
    Character
    Mix Zawa
    World
    Lamia
    Main Class
    Dark Knight Lv 96
    I enjoy dark knight and is my main job (and currently only job I'll take to 70 due to IRL) as I finally decided to head into savage content with a static group. Currently on v3s and I agree the kit can use a few fixes as the limited tank buster CDs I can feel in there. While as MT in v3s I am able to rotate alright on her big tank busters I am riding the line a bit but not sure if that is what they want for the DRK. It does feel more exciting to play but some improvements would be a welcome. OT dps is fine as I do as much as (around 2600-2700 on our FF logs of v1s) I wish DRK to be about even with the other tanks in damage with WAR being the top and PLD as the third with the gap between the three pretty close.
    (0)

  6. #266
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Chrono_Rising View Post
    I agree completely. The kit feels slightly lacking between tank busters, and I believe that we are still worse off dps wise than paladin at higher levels.

    I would really like to see them double down on the conversion between mana and blood by adding effects which lowered the cool downs on various moves. For example: Bloodspiller lowering the cd on carve and spit and dark arts lowering the cd on delirium would give the job a much more unique feel, with more synergy between the skills and resources, while highlighting the importance of tbn regardless of its dps loss or gain.
    I think highlighting TBN regardless of DPS is good but I also think there's currently too much focus on it and not enough elsewhere.
    (3)

  7. #267
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Kalocin View Post
    I think highlighting TBN regardless of DPS is good but I also think there's currently too much focus on it and not enough elsewhere.
    The changes I suggested highlight and empower TBN, but I suggested no change to TBN directly nor do I think that TBN is the sole reason or for making such adjustments. However, TBN, as it is now with out current kit, is part of the problem. I think the solution is more self synergy within the other skills which would raise the collective value of everything, not just TBN.

    Bloodspiller needs an additional effect, either lowering our cd's or restoring mp, and our mana skills need more interaction with blood beyond just TBN, for example dark arts lowering the cooldown on delirium or directly giving blood. As an added bonus, such self momentum within the kit could actually make TBN worthwhile to use outside of just "I need more mitigation to pair with this".
    (1)

  8. #268
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Chrono_Rising View Post
    Bloodspiller needs an additional effect, either lowering our cd's or restoring mp, and our mana skills need more interaction with blood beyond just TBN, for example dark arts lowering the cooldown on delirium or directly giving blood. As an added bonus, such self momentum within the kit could actually make TBN worthwhile to use outside of just "I need more mitigation to pair with this".
    Ah I see a bit of your point. and I do agree Bloodspiller could use a secondary effect as it's kind of ironic that Carve and Spit is a better balanced one at the moment.
    (1)

  9. #269
    Player
    Zero_Griever's Avatar
    Join Date
    Jan 2014
    Location
    Limsa
    Posts
    20
    Character
    Zero Griever
    World
    Malboro
    Main Class
    Dark Knight Lv 70
    Rework Dark Passenger.
    Rework Darkside animation.

    Pretty much all I am asking for.
    (0)

  10. #270
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    4.06 notes are out, nothing.

    Louder boys.
    (0)

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