Quote Originally Posted by Tegernako View Post
snippy snip snip
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.

Quote Originally Posted by Azerhan View Post
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.
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.)