I simply linked your post. There is no issue of 'context'. If you feel that the viewpoint expressed in your own post was inadequately communicated, then it's on you to amend it.
We're playing in an era that pretty much anyone can tell what sort of 'experience' another player here has. Not just in raw stats, but an analytically minded player can glean most of your strengths and weaknesses as a player.
When I say that DRK's burst is resource-gated, I don't mean it in the sense that you had to mentally afk for a minute until your gauge maxed out before you could burst. I mean that the length of your burst window is contingent on the amount of incoming resources. It's not enough to say "TA/Embolden is up, so I'll just DA." You need a steady flow of incoming MP from BW/Delirium so that you can DA every GCD. You need C+S synced so that you get an extra DA usage between SE/HS, as HS can't be boosted itself. You need 100% uptime during this, just like with any buff window, because each tick of BW at baseline is worth 67 potency prior to external buffs. A missed GCD, even a missed auto, is a significant loss.
Ever since Xeno aired his day 3 opinions on DRK, there are a lot of players (most of whom haven't really play the job for any great length of time) who seem keen to write the job off as being simple. It's an opinion founded on ignorance, and there are world-class tanks out there who have expressed opinions to the contrary. It's unthinkable that "job difficulty" has any sort of role in what jobs the best players in the world play. Is it not possible that a couple of the players who cleared the very hardest content ever released in this game were attracted to the job because of its complexity?
It's not an issue of the job being 'unplayable'. There's no such thing as far as the best players are concerned, which is what you're talking about with Ultimate. It's a question of reward-for-effort.



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