


While the oGCD is a cool effect, it now has to fight with DP.Unleash - Lvl.6 – Spell
Cast: Instant – Recast: 2s – Cost: 800 MP – Range: 0y – Radius: 5y
Deals unaspected damage to all nearby enemies with a potency of 50.
Additional Effect: Increased Enmity.
MP cost reduced from 1080MP to 800MP. Taken off the GCD.
The focus of these changes was to do two things; first I wanted to provide a stronger identity and purpose to Unleash since Abyssal Drain virtually overwrites it once obtained. Second, these changes make Unleash a good enmity generator that can be woven into the basic flow of GCD combat.
CLAIRE PENDRAGON



I'm not sure what you mean when you say that it would then have to fight with Dark Passenger?
Was that perhaps a typo and you meant to type DA instead of DP?
If you did mean Dark Passenger, could you please explain how it would, as I don't quite get what you mean.
If you are indeed saying that it would then compete with Dark Arts for OGCD usage, that is actually part of the intended design.
It forces the player to have to decide how they want to allocate their MP depending on what extra effect they want to achieve, as opposed to the current situation of "DA everything because +140 potency". Basically the reduced cost makes it approximately dps neutral in comparison to a DA usage, it just differs in that it provides a different extra effect of additional agro as opposed to extra blood or mp (see the rework thread for those proposed changes) and is more spread out, requiring 3 ogcd windows to equal the cost and damage. It's not something you would be using during a Blood Weapon window where you are trying to burn MP as quick as possible with DAs so you don't cap and overflow on MP, it would be something you use in between times where you are parceling out your MP at a slower pace and you can easily trade of a DA usage for a few Unleashes without it being a dps loss.
EDIT:
Just thought of what you might have meant by "fights with DP".
If you mean that it then competes with or overrides Dark Passenger as an OGCD AoE damage ability, well yes it does with the current version of DP. However, as many feel the current DP is garbage or at best very underwhelming, the proposed change to Unleash is made under the assumption that Dark Passenger would get reworked and do something different or more, like what I did in the rework thread where I gave DP a damage down debuff, where they would fulfill different roles and their cost to dps ratios were approximately equal.
Last edited by TouchandFeel; 02-07-2018 at 04:11 AM.


On a separate note, it probably still isn't worth using over Abyssal Drain in terms of aoe damage and threat.
It would also be spammed relentlessly since it would be +10 over using Dark Arts for the same cost, with Dark Arts primarily being utilized on C/S and when Bloodweapon windows force a potential overcap.



The proposed change was never intended to be better than Abyssal Drain for AoE damage or agro, if it did that it would just create more problems with Abyssal Drain becoming displaced as an ability. It was intended to be something that could be slotted between GCDs for the added benefit of additional agro generation as opposed to the differing gains from DAing something else.On a separate note, it probably still isn't worth using over Abyssal Drain in terms of aoe damage and threat.
It would also be spammed relentlessly since it would be +10 over using Dark Arts for the same cost, with Dark Arts primarily being utilized on C/S and when Bloodweapon windows force a potential overcap.
In an AoE situation it could be woven between Abyssal Drains, which are on GCD, while TBN is on cooldown, providing greater burst AoE damage and AoE agro generation instead of going for the more defensive route of using the ogcd window to use DA with AD. They end up synergizing more instead of competing or overriding each other.
In a single target situation it could be used as an alternative to a DA that would provide additional agro generation that doesn't require you to interrupt your standard rotation by going into grit or using a Power Slash combo.
While if you look at just the numbers of the proposed ability change, it appears to be a +10 potency boost over a DA usage, if taken with the other changes that I proposed in my thread where additional DA effects were added to abilities such as additional Blood gained from a DAed Soul Eater, the additional resource gain which gets traded for more dps results in the 150pot vs. 140pot+extra resources being approximately equal with the 150pot probably losing out slightly in most situations.
Basically this and any ability proposals that I pull from my old DRK rework thread are a part of a greater whole and meant to work together, not necessarily just by itself. That is why I link to the thread in those posts.



Point, sure, but, I can count on my hand the few times that, in a pull, a single or small group of mobs will have significantly less HP than the rest of the pull. It happens far and few between enough that I still don't see it worth using.You don't have to use it on the last enemy that dies on a pull. Most dungeon pulls have enemies that have significantly less HP than others and even if they don't some enemies will be taking more damage than others due to auto attacks, single target OGCDs and abilities with damage fall off that means enemies start dying before the end of the pull.
Also to clarify, I never said on the last enemy of the pull. In cases like you said, yes a mob can be focused down before the others. But by then that's one less enemy hitting you, less HP you'll be losing, and simply more MP gained to be used to DA another syphon/soul attack. It's still only going to be used at the tail end of a pull, by which point it's purpose is not needed.
Yoshi P said he doesn't understand why people aren't playing Drk anymore lol it's like...really? You don't know why? It's becoming an apparent issue across ALL the forums and even bleeding out on FFlogs
https://www.fflogs.com/statistics/21#class=Tanks
Drks are gonna continue to fall behind every week in Sigma Savage as War/Pld gets even stronger.
Last edited by Awful; 02-09-2018 at 05:30 PM.




lol he actually said that?
DRK has less defense, less damage, less selfheal, less utility, less enmity generation and appararently less burst than any other tank. the only thing DRK is top is in having useless skills (while he already has the least skills of all tanks).
and then we have this not thought out gameplay on top of it...
DRK needs a COMPLETE rework. and he doesn't even understand why people don't play the class anymore.... sigh...
Last edited by Tint; 02-09-2018 at 09:14 PM.
Being able to cast abyssal drain and 1-2-3 combo would be the best thing to ever happen with DRK. :<


Can you link your source?Yoshi P said he doesn't understand why people aren't playing Drk anymore lol it's like...really? You don't know why? It's becoming an apparent issue across ALL the forums and even bleeding out on FFlogs
https://www.fflogs.com/statistics/21#class=Tanks
Drks are gonna continue to fall behind every week in Sigma Savage as War/Pld gets even stronger.



So, thinking on it some more, people have mentioned giving DRK the "AoE reprisal" as we currently lack an AoE version. (Most likely in DP in place of its blind)
But something DRK sort of has over PLD/WAR, depending on how you look at it, is that its tank stance have instant mitigation over WAR, but doesnt require a GCD for its "DPS stance" unlike PLD.
(More of a middle ground really)
So one way to enhance this, is to make a proc/trigger to make the GCD of Grit 2s or maybe even 1.5s
You still need it to take up the GCD, to not just be a copy of WAR, but make a lesser ability trigger its reduced GCD.
Such as DP, Sole Survivor, etc.
Maybe if the target is below half HP, Sole Survivor also triggers a reduced GCD on Grit. (maybe also a lower mp cost)
Or just the baked in effect of DA+DP reduced the GCD, and the MP cost.
Make the buff last 120s, so if they dont want to go into grit just yet, they dont have to.
Last edited by Claire_Pendragon; 02-10-2018 at 12:14 AM.
CLAIRE PENDRAGON
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