
Dark Passenger? A skill so useless half of us don't even have it on our bar anymore?they wanted to fix a skill for Warrior that had absolutely minimal use in Raid content and little use elsewhere. Although i feel DRK needs adjusting, they dont have a SB skill as bad as Shake It Off was for endgame content. This skill actually had taken SE awhile to resolve.
The correct move for a DRK any time they get synced to a dungeon at a level lower than 56 is to just leave the instance, take the 30m timer, and give the rest of the group an opportunity to get a different tank that isn't an active detriment to the party.
Unleash, Dark Passenger, and Sole Survivor are all basically just as bad as the 4.0 version of Shake It Off, and Blood Price is only slightly better than that. And yet only one of those five skills got an update in 4.1, for ~mysterious, unexplainable reasons~.

So just wanted to add a little feedback on Drk that I had. Keep in mind I haven't played it to 70 yet this is mostly based off reading tool tips and having a level 60 Drk.
Scourge: simply put would like to see this return.
Delirium: keep the 4.x effects but make it combo off of Syphon Strike. Removing this as a combo action turned Drk into a boring 1-2-3 job in my opinion.
Syphon Strike: why does this need a dark arts sub effect? feels like I'm spamming dark arts way too much. Maybe others could weigh in on this for me.
The Blackest Night: will echo what others have said with it needing a longer duration. Maybe give it a blood gauge cost?
New job mechanic: would like to see it added (maybe a trait?) where the lower your hp is the more potent attacks become or something like that.
Rampart: just a little nitpick but I don't like the icon at all. (Doesn't match Drk skills)


I would say leave 4.xx Delirium as is BUT bring back Scourge with a similar effect to old Delirium.Intro snip
Scourge: simply put would like to see this return.
Delirium: keep the 4.x effects but make it combo off of Syphon Strike. Removing this as a combo action turned Drk into a boring 1-2-3 job in my opinion.
Syphon Strike: why does this need a dark arts sub effect? feels like I'm spamming dark arts way too much. Maybe others could weigh in on this for me.
The Blackest Night: will echo what others have said with it needing a longer duration. Maybe give it a blood gauge cost?
New job mechanic: would like to see it added (maybe a trait?) where the lower your hp is the more potent attacks become or something like that.
Rampart: just a little nitpick but I don't like the icon at all. (Doesn't match Drk skills)
I also agree with taking DA off SS, kinda useless and makes DA spammy.
As for TBN, to give use our own raid-wide mitigation skill they could make such a thing a DA effect, along with a second or two extension on duration.
We don't really need any new mechanics. I would say work more with what we have to bring us in line with the other two tanks. A new mechanic would require much more work and would take longer to implement.

I like what you have to say on TBN, and maybe DA effect would extend TBN to party members within 30 yalms?. My suggestions on Delirium was more based on how you rotated delirium/souleater combos in heavensward. As it is now its just spamming DA souleater which is boring like how 50 pld was with its rage of halone combo. The mechanic I suggested was more a fun idea, kind of a hey what if we push this button if you will =^_^= The mechanic seems to fit in the power for a price theme seems to have the more I thought about it though.I would say leave 4.xx Delirium as is BUT bring back Scourge with a similar effect to old Delirium.
I also agree with taking DA off SS, kinda useless and makes DA spammy.
As for TBN, to give use our own raid-wide mitigation skill they could make such a thing a DA effect, along with a second or two extension on duration.
We don't really need any new mechanics. I would say work more with what we have to bring us in line with the other two tanks. A new mechanic would require much more work and would take longer to implement.
Last edited by Sarynth; 10-23-2017 at 01:51 PM.

DP is not useless, it's a DPS gain in various scenarios.
It could do with fixes but it's not useless.
How Steel Cyclone should look!
It's pretty useless. It's a "DPS gain" in any situation where you can hit more than one target with it, but it's an utterly, utterly insignificant gain in almost every situation possible. If it were removed from the game entirely, you wouldn't be able to notice it was gone from looking at overall DRK damage statistics.
4.0 Shake It Off was at least good at its intended purpose. Dark Passenger needs a list of like half a dozen pre-requisite conditions before it's ever beneficial to use it, and even when you do, you basically have to pore over your combat log with a microscope to spot the difference between using it or not.



The enemies would have to die in less than 3 ADs, for it to be a DPS increase, AND there would have to be no more combat right after, otherwise its always a DPS loss.It's pretty useless. It's a "DPS gain" in any situation where you can hit more than one target with it, but it's an utterly, utterly insignificant gain in almost every situation possible. If it were removed from the game entirely, you wouldn't be able to notice it was gone from looking at overall DRK damage statistics.
4.0 Shake It Off was at least good at its intended purpose. Dark Passenger needs a list of like half a dozen pre-requisite conditions before it's ever beneficial to use it, and even when you do, you basically have to pore over your combat log with a microscope to spot the difference between using it or not.
CLAIRE PENDRAGON
If you are fighting three or more targets, and you're in Grit, then you are technically better off damage-wise if you spend two GCDs to do Hard Slash -> Syphon Strike, and then do a DADP, than you are if you just do Abyssal Drain for two GCDs.
In the former case, you have a net cost of 2400 MP (-4800 for DADP, +2400 from Syphon), do 240 AoE potency, and 400 single-target potency.
The latter case costs you 2640 MP (1320 MP from AD, twice) for 240 AoE potency.
However, this is exactly what I'm talking about: Who fucking cares about saving 240 MP and doing 400 single-target potency, in a big dungeon pull?
This is Dark Passenger in a nutshell: It's actually very easy to find instances where Dark Passenger is a DPS gain, but the DPS gain is always so small that you'd never notice it if you didn't sit down to actually do math or pore over your combat log with a microscope.
Imagine how much SE would have to nerf Circle of Scorn before Paladins actually had to wonder "Am I losing DPS for using that here...?" Dark Passenger should be buffed to be as clear-cut and as effective a gain of CoS.
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