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  1. #31
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Dark Passenger needs to be a gain in potency per use. At least 130pot from 100pot. A DA is 140pot, if we want to go along with that line, Dark Passenger needs to be weaker per 2.4k mana used in the case of aoe.

    TBN needs a QoL from 5sec to 6sec duration. Again covering 2 autos makes it so much better. TBN itself seems so OP for the 15sec recast and I would expect it getting nerfed.

    The damage output part for DRK is already somewhat similar to PLD and I don't really don't think we want another WAR/DRK comp throughout the expac. Some minor buff to DRK's potency is probably needed to avoid WAR/PLD ruling over DRK, because it seems that raiders are already doing WAR/PLD in fflogs.
    (0)

  2. #32
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Honestly I wish they'd just turn DP into Circle of Scorn v2. 100 potency on use + 150 DoT, 200 potency + 150 DoT and blind on Dark Arts. Oh, also increased enmity.
    Balance aside, Dark Passenger looks cool and used to feel good to use. If they were going to awkwardly neuter an ability for single target they should have done it to salted earth.
    (0)

  3. #33
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Brannigan View Post
    If they were going to awkwardly neuter an ability for single target they should have done it to salted earth.
    Or they could just leave both of them alone. Neutering a 525 potency AoE DoT? SE had better keep their grubby nerf-happy hands to themselves.
    (1)

  4. #34
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    Quote Originally Posted by kashi11 View Post
    Dark Knight experienced a lot of changes in 4.0. Many skills were lost to the new role actions, and the entire way the job functions was reworked. The skills of 4.0 lack synergy with the rest of DRKs toolkit, and optimizing the class is currently unrewarding, as the skill floor and skill ceiling feel inches from each other. Dark Knight has many options, but those options all equate to roughly the same result. Making the class feel stale. Personal mitigation also took a large hit, and DRK is noticeably squishier than the other tanks.

    Looking at 4.0 skills, Square Enix seems like they have a plan for the way DRK should play, and I think the changes I'm about to suggest fall in line with that vision.


    Grit cooldown changed to 10s

    Dark Mind:
    Reduces damage taken by 10%.
    Can only be executed when succumbing to the Darkside.
    Duration:15s
    Additional effect: 30% chance that upon taking damage the next Dark Arts will have no MP cost. Duration: 10s
    Dark Arts Effect: Increases damage reduction to 20%.
    Dark Arts fades upon execution.

    Blood Price:

    Restores partial MP when damage is taken.
    Duration:15s
    Additonal Effect: Increases Blood Gauge by 1 immediately and another 4 over time while in battle.
    Additional Effect: Halves the Blood Gauge cost of Quietus and Bloodspiller.
    Duration: 15s
    Can only be used while under the effect of Grit.

    Bloodspiller:

    Delivers an attack with a potency of 400.
    Additional effect: Execute next combo without meeting combo prerequisites.
    Dark Arts*Potency:540
    Grit*Potency:475
    Dark Arts+Grit*Potency:650
    Blood Gauge Cost: 50
    Dark Arts fades upon execution.

    Dark Passenger:

    Deals unaspected damage with a potency of 100 to all enemies in a straight line before you.
    Can only be executed when succumbing to the Darkside.
    Additional Effect: Stun 5s
    Dark Arts*potency: 240
    Dark Arts Effect: Damage over time. Potency is reduced by 5% for the second enemy, 10% for the third, 15% for the fourth, and 25% for all remaining enemies.
    Potency: 40
    Duration: 15s
    Dark Arts fades upon execution.

    The Blackest Night:

    Creates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
    Duration:*15s
    Dark Arts Effect:
    Extends effect to nearby targets.
    Increases Blood Gauge by 50 when full 20% (10%) is absorbed.
    http://ffxivrotations.com/119d

    Rotation I came up with based off of my design. Not sure if it's optimal, but I think it could work and has synergy with how I feel DRK is intended to play per SE current changes, ie Grit being used as a MP Regen / blood burn through bloodspillers.
    (0)

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