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  1. #1
    Player
    Rubytoe's Avatar
    Join Date
    Sep 2015
    Posts
    113
    Character
    Wedge Ironworks
    World
    Lamia
    Main Class
    Machinist Lv 87

    Just another DRK thread with ideas about changes.

    If square isn't thinking of reworking Drk totally.
    Heres a few changes I think would be reasonable.

    Dark mind: 60 sec to 40 sec. Hell, maybe Even 30 secs, Helping us become more of a magic defensive tank.

    Dark passenger: 100 to 240 potency. No dark arts effect. Still hits in a line & costs 2400mp. Bringing this into our single target rotation.
    Change the blind debuff to hp absorption, like DA+Abysal drain.

    The Blackest night: Buffing the 10% to 20% on target party member. Making the 5k shield into a 10k+ shield for the party member you use it on.
    Since they're so set on making this our only raid mitigation skill, even though its our main mitigation/tank buster tool.

    Plunge: fix this skill to where we can double weave ogcd's with this.

    Sole survivor:
    120 sec changed to 60 secs to match equilibruim's cooldown. 120 sec is way to long for a situational 10k+ heal and a extra DA or TBN.
    (1)
    Last edited by Rubytoe; 02-07-2018 at 08:47 AM.

  2. #2
    Player
    Rubytoe's Avatar
    Join Date
    Sep 2015
    Posts
    113
    Character
    Wedge Ironworks
    World
    Lamia
    Main Class
    Machinist Lv 87
    What's your thoughts on these. Alot of buffs people thought of i feel like would be too much.* I think one person said make blood weapon a trait when out of grit, and blood price when in grit. Mightest well never look at your mp bar again. I tried to make these reasonable to were your not really breaking the class.
    (0)

  3. #3
    Player
    Aniya_Estlihn's Avatar
    Join Date
    Jun 2015
    Posts
    448
    Character
    Izayoi Niwa
    World
    Balmung
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Rubytoe View Post
    Since they're so set on making this our raid mitigation skill.
    But... they're not... It's personal mitigation more oft than not.

    Plunge: fix this skill to where we can double weave ogcd's with this.
    Could totally get behind a less strict animation lock on Plunge, much like WAR's Onslaught.
    (0)

  4. #4
    Player
    GoneEnigma's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    10
    Character
    Zezha Qha
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    I'm of a mind to keep DP a dps oGCD so I like your mindset, but I think raid utility can be used elsewhere. PLD and War don't have to use resources for at least minimal utility. If anything, bring back Shadow Skin as a raid wide HP/MP/Mitigation cooldown to differentiate from the other shield/mitigation
    (1)

  5. #5
    Player
    Gotthilf's Avatar
    Join Date
    Feb 2018
    Posts
    4
    Character
    Xander Rhalgrson
    World
    Zodiark
    Main Class
    Warrior Lv 90
    I approve.
    (1)

  6. #6
    Player
    Spork_rdm's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    4
    Character
    Spork Foon
    World
    Goblin
    Main Class
    Ninja Lv 70
    Shadow wall needs to have the unnecessary 180 sec cooldown reduced.
    (0)

  7. #7
    Player
    Rasikko's Avatar
    Join Date
    Jan 2018
    Posts
    1,394
    Character
    Rasikko Rakitto
    World
    Lamia
    Main Class
    Dark Knight Lv 64
    I'm thinking that Blood Price should restore MP equal to 5%(0.05) of our job's base max MP, not being strengthened or weakened by our current mp.

    Edit: I'll rethink that percentage(maybe think of something linear or exponential). The current thought makes blood price completely useless still in the early levels, and that's what I want to address.
    (0)
    Last edited by Rasikko; 02-07-2018 at 05:54 PM.

  8. #8
    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 Rasikko View Post
    I'm thinking that Blood Price should restore MP equal to 5%(0.05) of our job's base max MP, not being strengthened or weakened by our current mp.

    Edit: I'll rethink that percentage(maybe think of something linear or exponential). The current thought makes blood price completely useless still in the early levels, and that's what I want to address.
    Right not it is 5% of a dark arts. I would love to see it be boosted to at least 10% of a dark arts and be usable in any stance. 5% of our max isn’t a bad idea either at around 1/5th of a dark arts.
    (0)

  9. #9
    Player
    DaemonInazuma's Avatar
    Join Date
    Mar 2017
    Posts
    36
    Character
    Daemon Inazuma
    World
    Malboro
    Main Class
    Samurai Lv 90
    Here's how to fix DRK:

    Dark Mind: Increases own physical damage dealt by 10% and magic damage dealt by nearby party members by 10%. Both effects are reduced by 20% every 4s. Duration: 20s Recast: 120s (Reverse of Embolden. Makes casters more viable in raid with a DRK present. Gives DRK unique skill that neither tank has.)

    Shadow Wall: Reduces damage taken by 30%. Duration: 10s Recast: 120s (Sentinel is 180s but 10% more mitigation)

    Sole Survivor: Prevents Bind and Knockbacks, Converts a portion of physical damage to HP. Duration: 20s Recast: 90s (Give DRK a self heal and a Tempered Will skill.)

    Dark Passenger: Deals damage with a potency of 100 to all enemies in a straight line before you. Can only be executed when succumbing to the Darkside.
    Normal Effect: Blind
    Dark Arts Potency: 240
    Dark Arts Effect: Increases target's damage taken by 5% or lowers enemy damage by 10%
    Duration: 10s
    Dark Arts fades upon execution. (Makes dark passenger worth the mp cost)
    (7)
    Last edited by DaemonInazuma; 02-08-2018 at 03:45 AM.

  10. #10
    Player
    DaemonInazuma's Avatar
    Join Date
    Mar 2017
    Posts
    36
    Character
    Daemon Inazuma
    World
    Malboro
    Main Class
    Samurai Lv 90
    And before we go into this is too much for DRK, look at the other tanks kits. They are either a tank that has the most complete mitigation kit or the tank with the best shield ability in the game. Both bring the mitigation needed for the fight. Let's make dark the raid wide buff tank instead. It separates him from the other tanks and gives him the utility he needs to stand out.
    (1)

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