

That is true but i don't think the difference should be so great when PLD is essentially tied with WAR give or take 50 dps. PLD is no longer as simple as it was but it's not very difficult. I don't want DRK to deal 200 more dps, I just think the difference is a little drastic.
http://na.finalfantasyxiv.com/lodestone/character/12116351/
while paladin is not much harder it does get hevaily punished too on fight transitions and mechnincs too specially during magic burst if the boss jumps, does heavy doging dps flunks down fast, drk are more steady and clean the whole way while pld and specially war rellies on high burst for dps.That is true but i don't think the difference should be so great when PLD is essentially tied with WAR give or take 50 dps. PLD is no longer as simple as it was but it's not very difficult. I don't want DRK to deal 200 more dps, I just think the difference is a little drastic.
The dps should be:That is true but i don't think the difference should be so great when PLD is essentially tied with WAR give or take 50 dps. PLD is no longer as simple as it was but it's not very difficult. I don't want DRK to deal 200 more dps, I just think the difference is a little drastic.
WAR>DRK>PLD.
PLD has the largest defensive & Utility kit in the game whilst WAR SHOULD have the least yet make up for it in DPS. DRK SHOULD be middle of the road in terms of this.
Now we are at a odd... and honestly stupid balance time now...
WAR has some of the best mitigation, whilst also doing marginally better dps than PLD.
PLD is the 2nd best dps closing in rather close to War, has a super simple rotation(goring -> Royalx2 -> Goring -> holyx5 -> repeat is pathetic easy)
DRK has the worst DPS, Utility, AND Defensives, their niche of parry/magic tank is gone, they've lost their 20s active mitigation (Reprisal) lost their reliable parry/avoidance buff(Dark Dance) while also losing a second DPS combo (Old Delirium)
What do they have to make up for it?... nothing, quite literally they have 0 redeeming qualities.
Played all the tanks in savage 1-4... I see no reason to touch DRK other than my pride.
Last edited by Deathshiro; 10-01-2017 at 11:42 PM. Reason: Getting past 1000 char limit



Dark Dance was replaced by Anticipation, which is roughly~ on par. The evasion gain was only really useful in speed running 4man dungeons. As the MP lost is a DPS loss.DRK has the worst DPS, Utility, AND Defensives, their niche of parry/magic tank is gone, they've lost their 20s active mitigation (Reprisal) lost their reliable parry/avoidance buff(Dark Dance) while also losing a second DPS combo (Old Delirium)
What do they have to make up for it?... nothing, quite literally they have 0 redeeming qualities.
Played all the tanks in savage 1-4... I see no reason to touch DRK other than my pride.
But DRK did lose Foresight, which was the filler they had when all other CDs were used up. Leaving DRK with just enough CDs for 4man when they had foresight. (It wasnt enough for bosses, which is why reprisal was used as a filler CD.)
We did gain TBN to cover the lost mitigation of foresight (and it is superior for tank busters, but inferior for trash packs)
The lost delirium combo technically was replaced by Soul Eater. And the old Soul Eater was technically replaced by Blood Spiller.
(as the go to filler DPS combo, and the go to burst DPS combo)
but using BS is obviously easier than having to rev up the 1st 2 parts of the soul eater combo, as its treated like a fell cleave.
DRK lost Scourge, but Scourge wasnt made for the purpose of making DRK do more dmg, it was made to make DRKs have something else to look at in the UI.
Now that the UI is improved, SE can make people look at other UI elements, other than just DoTs.
So looking at the blood gauge was the intended replacement.
Too bad looking at the blood gauge is 99% useless.
You see shiny proc, you use shiny proc.
The amount of blood you have, isnt necessary to keep an eye on, except in rare cases where you want to save up enough for 2 BSs in a Trick Attack window, but even then, capping at a 100 is going to be a DPS loss depending on how long ur doing it.
It would ONLY be reasonable to watch it, if the gauge actually capped at 140, so as to let u make judgement calls on its spending.
(I actually feel the same about RDM, they need to raise the max amount u can hold, while capping manification at +50 +50, so as to push RDMs into using procs before comboing, to raise the skill ceiling a bit more.)
Last edited by Claire_Pendragon; 10-02-2017 at 01:45 AM.

Dark Dance was replaced by Anticipation, which is roughly~ on par. The evasion gain was only really useful in speed running 4man dungeons. As the MP lost is a DPS loss.
And where do DRK/WAR have room to slot anticipation? It basically does not exist.
The lost delirium combo technically was replaced by Soul Eater. And the old Soul Eater was technically replaced by Blood Spiller.
And the utility from int down was lost. And "old" souleater was replaced by a move you use infrequently in comparison. As I've said elsewhere, my issue is it was taken away but given no replacement.
(as the go to filler DPS combo, and the go to burst DPS combo)
but using BS is obviously easier than having to rev up the 1st 2 parts of the soul eater combo, as its treated like a fell cleave.
Yeah, the thing is it's a "FC" that takes far longer to achieve frequently! And it's dps is still a loss in comparison to PLD/WAR overall
DRK lost Scourge, but Scourge wasnt made for the purpose of making DRK do more dmg, it was made to make DRKs have something else to look at in the UI.
?
snippy snip snip
Last edited by Tegernako; 10-02-2017 at 06:28 AM.

[QUOTE=Claire_Pendragon;4419704]
DRK lost Scourge, but Scourge wasnt made for the purpose of making DRK do more dmg, it was made to make DRKs have something else to look at in the UI.
Scourge, a dot that makes 500 potency over the time. But "it's not for dps". Lel.
A dot is here to do dps even if you have to move. It's that all.
Btw, tanks aren't balanced. At least, PLD is, WAR soon with the new Shake it off, but DRK...
Less dps than other two tank. Less self utilities than other two tanks. Soon, less party utilities than other two tanks.
And I don't mention the gameplay, WAR 60 is way funnier than DRK 70...
I don't understand why. Except the fact that PLD's dps was very too much low during HW, the paradigm PLD MT, WAR OT and DRK the "I'll take this empty chair, m'kay?" was really good.
"Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle



For the most part I agree, though only difference id argue is that you couldnt DA delirium before, so the option to DA or not, "almost" reaches this.
As for anticipation, yeah, it is true i tend to take it off for quite a few endgame fights, dependent on how our group works.
Im not saying a DoT doesnt do dmg.
I'm saying the mechanical function of a DoT is to be mechanically different from your other abilities. (all of your abilities, are designed to make sure the enemy dies before you do, thats a given)
123 combo wouldnt feel much different if you just slapped a 4 at the end.
so as to avoid spamming the DoT, its dmg requires a certain amount of time to pass.
but why do you think just about every job used to have DoTs, and coincidentally, most of the "Timers" that jobs had to worry about, became easier or lessened when gauges came out?
Why did gauges only come out now?
PS3 limitations.
They wanted to make differing mechanics to each job, but they also had to fit within the limitations of the UI, and make rotations that werent just a 4th step or 5th step added.
In short, all the DoTs, and short term Buffs, and Buffs that get consumed, were just a different way of portraying "resource bars"
(an example being wrath. 5 stacks is either viewed as 5 combo points, or a bar which upgrades 20%, but is now a bar, which can be affected by increments other than 20% now.)
Im saying DRK lost its DoT, because the DoT was mechanically only there to add a level of complexity.
(Which they failed to recreate with the blood gauge. Regardless if its better or worse, or if the blood gauge isnt damage over time, but damage in a small burst after being built up.)
CLAIRE PENDRAGON

True enough.For the most part I agree, though only difference id argue is that you couldnt DA delirium before, so the option to DA or not, "almost" reaches this.
As for anticipation, yeah, it is true i tend to take it off for quite a few endgame fights, dependent on how our group works.
)
But your explanation for scourge makes no sense when you think about PLD. Because all the skills the other tanks lost, PLD kept.
Last edited by Tegernako; 10-02-2017 at 12:27 PM.
Halo kid
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