Am I the only one who expects Living Dead to be redesigned as of the 4.3 DRK changes?
Am I the only one who expects Living Dead to be redesigned as of the 4.3 DRK changes?
I personally expect potency buffs instead of reworks like WAR received. Obviously this would suck since we all want many, many things about DRK to be changed but the fact of the matter is DRK needs a lot of changes and a simple patch isnt going to fix that. The changes that we all want to see for DRK will be coming with 5.0. At least, thats my opinion. I wish to be wrong though because 5.0 is a year away.
Last edited by Saeno; 04-27-2018 at 09:12 AM.
This has been a terribly/terrifically informative thread and while I love DRK I realize that I am about to have one hell of a time relying on the level 50 capstone ability once I get it. I'm only level 45 right now so Im still trying to figure out what the hell Dark Arts does cause that ability description is useless.
dark arts buff or add new effects to some skills, in resume you use dark arts and you have 10 seconds to use any of the skills that have a dark art effect tie on it to enjoy the bonus effect, when you use a skill with a DA effect the DA effect fades, so is 1 DA=to 1 skill buffed for it.
this is the list:
syphon strike: Dark Arts Combo Potency: 390
power slash: Dark Arts Combo Effect: Increased enmity
souleater: Dark Arts Combo Potency: 440
dark passenger: Dark Arts Potency: 240, Dark Arts Effect: Blind, Duration: 15s
dark mind: Dark Arts Effect: Increases magic vulnerability reduction to 30%
abyssal drain: Dark Arts Effect: Absorbs a portion of damage dealt as HP
carve and spit: Dark Arts Potency: 450
quietus: Dark Arts Potency: 210
bloodspiller : Dark Arts Potency: 540, Dark Arts+Grit Potency: 650
in resume you will use dark arts on power slash at the begining of the combat to gain a significant emity lead, then all you dark arst are for shypon strike, souleater, carve and pit and bloodspiller, you basically get a 140 potency increse on all of then excep for carve and spit how get a 350 potency increse but carve and spit have a recast.
dont let bloodspiller deceive you, the bonus of potency on grit are only to avoid the damage penalty of grit himself, you will not deal more damage on grit for this.
in aoe situations abyssal drain is awesome with dark arts bcs it heal you pretty well, quietus, dark passenger and dark mind are never worthy of waste a DA on it.
the priority is: combat start, DA power slash turn off grit and after that is:
carve and spit > souleater-shypon stryke-bloodspiller >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>dark pasenger,dark mind.
if you tank in grit all the time then same with powerslash and then:
carve and spit > bloodspiller > souleater-shyphon strike >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> dark passenger, dark mind.
on aoes just use unleash to gather all the adds and then spam abyssal drain in the middle of the group, is you need heals or feel you can help you healer more? use abyssal drain with dark arts, remember this combo cost much mana so control that, i hope its helps.
Many things are possible. A potency/resource rework for Dark Passenger may as well bring it back in the rotation. What DRK really needs now is a niche to be considered against another tank, be it utility or excelling somewhere.I personally expect potency buffs instead of reworks like WAR received. Obviously this would suck since we all want many, many things about DRK to be changed but the fact of the matter is DRK needs a lot of changes and a simple patch isnt going to fix that. The changes that we all want to see for DRK will be coming with 5.0. At least, thats my opinion. I wish to be wrong though because 5.0 is a year away.
All things considered, given that they mentioned that DRK is being looked into, I wouldn't say a WAR-like rework is out of the question.
Thank you so much for this brilliant run down! I already feel like a better tank now that I am armed with this knowledge.syphon strike: Dark Arts Combo Potency: 390
power slash: Dark Arts Combo Effect: Increased enmity
souleater: Dark Arts Combo Potency: 440
dark passenger: Dark Arts Potency: 240, Dark Arts Effect: Blind, Duration: 15s
dark mind: Dark Arts Effect: Increases magic vulnerability reduction to 30%
abyssal drain: Dark Arts Effect: Absorbs a portion of damage dealt as HP
carve and spit: Dark Arts Potency: 450
quietus: Dark Arts Potency: 210
bloodspiller : Dark Arts Potency: 540, Dark Arts+Grit Potency: 650
First time I ever used living dead was on 06s for the tornado. :P
you welcome, this game have the bad habit of have the skill descriptions outdated until you get X hability that interact with others, then all you older skills description gets updated and tend to be confused, remember recheck all you skills descriptions if you dont know what x effect of the new skill you get means especially if the skill description say you need a effect to use it but dont say where you get it or if says it changes other but dont say what those.
Last edited by shao32; 04-29-2018 at 09:49 PM.
The skill is not good. It is the "IN CASE OF FIRE BREAK THE CRYSTAL" Sort of scenario. It completely draws the healer's attention, it requires to set up a macro for the sake of letting the healer know "Hey I am going to die unless you pick up the healing", and it is not something you can use strategically like the Paladin HG. You only use it when things are looking grim, and by that point chances are ... you are going to die 3/5 times if the healer is not able to catch up. It is just not a useful proactive skills, it is just reactive for when shit hit the fan compared to the other tanks that can use their level 50 Skills in a more versatile manner for a wide variety of scenarios, and if you are tanking properly and the healer is doing its job, the level 50 skill will sit there like a pretty decoration rarely being used. Whoever is saying Living Dead is fine... he or she is not playing a Dark Knight I am pretty sure.
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