Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 25
  1. #1
    Player
    Altan_Haragin's Avatar
    Join Date
    Dec 2017
    Location
    Uldah
    Posts
    8
    Character
    Altan Haragin
    World
    Exodus
    Main Class
    Dark Knight Lv 70

    Dark Knight suggestions/request

    Dark Knight has been my main since I started last year. I absolutely love the job class. That being said many of us feel that we have been neglected in terms of where we stand in comparison to the other two tanks. To keep it brief aside from seeing a buff to mitigation and a slight increase to dps, I would like to see something like the old delirium combo come back. We often get stuck spamming soul eater, while WAR for example has three combo options that allow them more utility. Having the third combo option for us could even help us have more utility to be beneficial for our team. The old delirium combo allowed us to damage a targets int stat and thus affect its magic damage output. This if done right could benefit the entire party. I honestly think we should go back to that, seeing as how DRK was once the best tank for taking on magic based enemies. Obviously some other changes or effects maybe needed now. I would like to hear what other Dark Knights have to say
    (0)

  2. #2
    Player
    TabrisOmbrelame's Avatar
    Join Date
    Oct 2017
    Posts
    511
    Character
    Relnoria Thelysea
    World
    Moogle
    Main Class
    Paladin Lv 100
    Sadly, the Int reduce is a Cross role but not for tank.

    Bringing Delirium back in this condition will just make the other person to let down this cross role skill.

    I think that Scourge will be way much more efficient than delirium actually, but bringing back a third combo isn't a bad idea, with a reworked delirium.
    (2)

  3. #3
    Player
    LunaChild's Avatar
    Join Date
    Mar 2011
    Posts
    216
    Character
    Belmont Blanc
    World
    Masamune
    Main Class
    Warrior Lv 90
    Quote Originally Posted by TabrisOmbrelame View Post
    I think that Scourge will be way much more efficient than delirium actually, but bringing back a third combo isn't a bad idea, with a reworked delirium.
    I kinda want Scourge is brought back as third combo branching off Siphon slash, like how Goring blade is.
    (2)

  4. #4
    Player LeeraSorlan's Avatar
    Join Date
    Sep 2014
    Posts
    460
    Character
    Leera Katz
    World
    Excalibur
    Main Class
    Gladiator Lv 90
    not trying to streamline it really, i also agreee with adding more GCD combos, but i really wish theyd reduce the amount of dark arts skills.To like 2 GCD ones and then mitigation ones. its not fun spamming dark arts every CD. carve and spit should do dmg without dark arts (full effect) no one uses it for the MP unless u just get ressed.
    Dark passenger should give MP and be on a higher CD/cost less mp and do more dmg. and not be affected by dark arts, bloodspiller, souleater and power slash should stay using dark arts, they should remove the dark arts effect on the second tier combo(name escapes me atm)


    You are using dark arts, and not spamming it every GCD, it would be more fun in my opinion, because right now it just feels too button mashy.


    Add in a new combo, perhaps like someone suggested, goring blade in the form of a scourge combo, turn dark mind into another rampart/or give it a unique effect thats actually useful.
    Put TBN on a 10 second duration and cost less MP, maybe up the CD timer

    need skills that break up the blood guage besides 50/50. make delirium cost 10/20/30 etc. not that drk has an issue with overflow as it only really has bloodspiller to waste on, so its hard to even hit the cap unless ur saving up for a delirium use, but still i think it would be a bit better to have delirium cost less


    i think it would be more simple in a way,, but as of now, its not exactly advanced to begin with, got mp? dark arts. no exception. its button mashy and boring.
    (5)
    Last edited by LeeraSorlan; 12-12-2017 at 10:10 PM.

  5. #5
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Actually with a third combo I would rather see some self buffing over scourge to get a unique flavor to dark knight. For example it could apply a status effect to increase mp recovery from blood price/weapon/siphon strike, or give us a speed boost to increase DRK's dps. I think a "goring blade" type combo would make us feel too much like paladin.
    (3)

  6. #6
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    The issue I have with a third combo finisher on DRK is that I just don't know what it would actually do. If it's a buff/debuff/DoT that you maintain, then you're just cloning Goring Blade/Storm's Eye, except in a way that's disadvantageous to DRK since Bloodspiller makes DRK's GCD rotation less predictable than WAR or PLD. If it's just more damage, then either Souleater or the new finisher is stronger, and you just always use whichever has more effective potency.

    I think there's more of an argument to be made for extending the combo to four GCDs, like DRG, but I don't know if I really like that idea either. Personally I want to see more Blood-based, non-combo GCDs to break up the core Souleater rotation than an actual alternative combo.
    (5)

  7. #7
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    They removed all 3 tanks 'combo' mob damage debuff. Halone lost str down. War lost all damage -10% path. Drk lost -10% int down combo. (They removed it from mnk too) They were one of the primary reasons you chose 1 class over the other.

    Int down was better than Str down and just added to ignoring plds. Path on war was the strongest mitigation in the game nerfing the entire encounter by a -10% all damage that could be maintained 100% of the time. These skills and individual damage output were the primary drivers of the 3.x tank meta. They drove 2.x DPS meta with Mnk as the only source of int down. Lets not do that again. Regardless of bringing back extra combos and stuff, the debuffs were a failed experiment.
    (0)
    Last edited by Aana; 12-13-2017 at 01:21 AM.

  8. #8
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Honestly, while I'm not holding out hope that they're ever coming back, there was more good than bad with the old debuffs, and fixing them (not making them ideal or perfect, but fixing the only actual problem they presented) really would have been as trivial as making them all into 10% Damage Down debuffs.

    They were a hell of a lot more interesting and less balance-destroying than the Slashing/Piercing rebuffs, which still are in the game, and they contributed a lot to the sense that party mitigation was a tank's responsibility and a core part of the class role. Super in-depth and interesting? No, but neither is Regen on a healer, and that's not an argument for HoT removal.
    (1)

  9. #9
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Crater View Post
    The issue I have with a third combo finisher on DRK is that I just don't know what it would actually do. If it's a buff/debuff/DoT that you maintain, then you're just cloning Goring Blade/Storm's Eye, except in a way that's disadvantageous to DRK since Bloodspiller makes DRK's GCD rotation less predictable than WAR or PLD. If it's just more damage, then either Souleater or the new finisher is stronger, and you just always use whichever has more effective potency.

    I think there's more of an argument to be made for extending the combo to four GCDs, like DRG, but I don't know if I really like that idea either. Personally I want to see more Blood-based, non-combo GCDs to break up the core Souleater rotation than an actual alternative combo.
    I think at the concept level even Goring blade and Storm's Eye are the same. Its the implementation level where things can differ and offer something unique. Here are a few examples of implementation that would raise our dps through a third combo but in a unique dark flavor.

    1) Reduce resource costs for a set period of time while active
    2) Lower cooldown time for a set period of time
    3) Increase speed for a set period of time
    4) Increase resource generation for a set period of time
    5) Give Random Procs of Dark Arts and Bloodspillers for a set period of time
    (0)

  10. #10
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Chrono_Rising View Post
    I think at the concept level even Goring blade and Storm's Eye are the same. Its the implementation level where things can differ and offer something unique. Here are a few examples of implementation that would raise our dps through a third combo but in a unique dark flavor.

    1) Reduce resource costs for a set period of time while active
    2) Lower cooldown time for a set period of time
    3) Increase speed for a set period of time
    4) Increase resource generation for a set period of time
    5) Give Random Procs of Dark Arts and Bloodspillers for a set period of time
    What SE will actually give you: Parry Rate increased by 5% on a new combo with no additional resource gain and bad damage lol.
    (0)

Page 1 of 3 1 2 3 LastLast