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  1. #21
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    Quote Originally Posted by TouchandFeel View Post
    Dark Passenger seems like a pretty good candidate to get a rework and have a damage down debuff effect added to it.

    Taken from a previous thread.

    Dark Passenger – Lvl.40 – Ability
    Cast: Instant – Recast: 60s – Cost: 2400MP – Range: 10y – Radius: 10y
    Deals unaspected damage with a potency of 150 to all enemies in a straight line before you.
    Additional Effect: Lowers the damage dealt by 10% for all enemies hit for a duration of 10s.
    Can only be executed when under the effect of Darkside.
    Dark Arts effect and Blind effect removed. Recast changed from 30s to 60s. Potency increased from 100 to 150. Additional effect of 10% reduced damage dealt by enemies hit added.

    Basically it could act like a low-end defensive cooldown in mob packs or a party-wide defensive in boss fights.
    The only problem I have with this change is it being a DPS gain compared to Dark Arts. The skill would be used on cooldown and wouldn't be saved for its utility, making a fluff mitigation as opposed to an actual cooldown for Dark Knight. In my thread I suggested an 80 DoT for 15s, with a DA effect of a 10% damage down debuff for 15s. This would add choice to the skill and is still a DPS gain even burning half your MP. (500 total potency for 2400MP is a net 360 gain) and 500 potency + 10% damage down debuff for 4800MP is still a net 220 gain)

    A link to my thread is here http://forum.square-enix.com/ffxiv/f.../357739?page=1
    (0)

  2. #22
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by kashi11 View Post
    So a 150 would be used on CD and would just be fluff mitigation since it would never be held for the mitigation purpose, but a 500 wouldn't?
    (1)

  3. #23
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    I get what you're saying. It would still be used on cooldown, regardless but I think that defensively Dark Knight needs reworks to other skills as well I don't like the idea of a steady influx of small party wide mitigation. I do like the idea of making a decision of when to mitigate, and since the uptime is 50% as opposed to 17% there is a lot more flexibility in lining up with mechanics. So yes it would be used on cool down instead of being saved but if you know the fight you would know which Dark Passengers to DA. It would also be a lot stronger mitigation tool and could be used as much as a 50% uptime 10% damage down at a potential DPS gain depending on how fast you actually are gaining mana.
    (0)

  4. #24
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by kashi11 View Post
    snip
    That description was copied and pasted from a thread I created a while back on a more comprehensive DRK rework.
    http://forum.square-enix.com/ffxiv/t...od-Dark-Knight

    In that rework additional effects were added to different abilities when used with DA, such as DAed Soul Eater having a 20 blood gauge gain versus the 10 of the regular version to provide more variety and decision making when choosing what to DA. The additional 10 potency over the standard +140 from DA was added to compensate for the additional effects.
    Those changes were proposed a while ago and I haven't gone back to update them to account for changes to jobs introduced in later patches such as the 4.2 changes.

    I am also unable to read your thread because the link you provided just takes you to the first page of the Tank forums.

    EDIT:
    I found the thread and to be truly honest, I find many of the proposed changes to be potentially overly powerful including the Dark Passenger one and some of them of them are perhaps a bit too similar to WAR's abilities.
    (0)
    Last edited by TouchandFeel; 02-04-2018 at 03:25 PM.

  5. #25
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Lyth View Post
    The easiest solution is just to take Reprisal off of the role action list and give it to DRK. Then adjust the recasts of Reprisal, SiO, and PoA appropriately. Three different solutions, three different tanks.
    While I don't like the idea of taking away mitigation tools, at this rate it might be the only solution.

    So what replaces it? Tempered Will? I sort of feel like that would be a stealth buff to WAR, but maybe I'm just paranoid.
    (0)

  6. #26
    Player
    347SPECTRE's Avatar
    Join Date
    Feb 2017
    Location
    Limsa Lominsa
    Posts
    586
    Character
    Khirrika Moshroca
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Ekimmak View Post
    While I don't like the idea of taking away mitigation tools, at this rate it might be the only solution.

    So what replaces it? Tempered Will? I sort of feel like that would be a stealth buff to WAR, but maybe I'm just paranoid.
    To be fair, reprisal was originally taken from 3.xx DRK
    (0)

  7. #27
    Player
    InfiniDragon's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    230
    Character
    Blake Farrence
    World
    Ultros
    Main Class
    Dark Knight Lv 80
    I say give Reprisal back to DRK and make Foresight return as the last shared skill. Both would help DRK.
    (2)

  8. #28
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Ekimmak View Post
    While I don't like the idea of taking away mitigation tools, at this rate it might be the only solution.

    So what replaces it? Tempered Will? I sort of feel like that would be a stealth buff to WAR, but maybe I'm just paranoid.
    I cast my vote for Cover, not TWill. WAR/DRK have gap closers, so it fits that if PLD can't close distances, they will refuse to move. Instead, give cover to all the tanks. WAR's want the focus of the boss, and DRK wants to protect the weak, so it works in-lore.
    (0)

  9. #29
    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 InfiniDragon View Post
    I say give Reprisal back to DRK and make Foresight return as the last shared skill. Both would help DRK.
    This makes the most sense to me as well if SE wanted to go that route. Foresight helps all the tanks, but I believe this rounds dark knight's kit out nicely while not being overpowered.
    (2)
    Last edited by Chrono_Rising; 02-04-2018 at 03:55 PM.

  10. #30
    Player
    Rasikko's Avatar
    Join Date
    Jan 2018
    Posts
    1,394
    Character
    Rasikko Rakitto
    World
    Lamia
    Main Class
    Dark Knight Lv 64
    Quote Originally Posted by TouchandFeel View Post
    Dark Passenger seems like a pretty good candidate to get a rework and have a damage down debuff effect added to it.

    Taken from a previous thread.

    Dark Passenger – Lvl.40 – Ability
    Cast: Instant – Recast: 60s – Cost: 2400MP – Range: 10y – Radius: 10y
    Deals unaspected damage with a potency of 150 to all enemies in a straight line before you.
    Additional Effect: Lowers the damage dealt by 10% for all enemies hit for a duration of 10s.
    Can only be executed when under the effect of Darkside.
    Dark Arts effect and Blind effect removed. Recast changed from 30s to 60s. Potency increased from 100 to 150. Additional effect of 10% reduced damage dealt by enemies hit added.

    Basically it could act like a low-end defensive cooldown in mob packs or a party-wide defensive in boss fights.
    Oh I love it, but the additional effect on an a skill that is a decent DPS gain doesn't fit with the design philosophy we've been seeing so far with DRK.
    (0)

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