They should have added Sole Survivor effect on it so at the end of the duration it gives 1000 mp and 10% of your health back. Otherwise it will be one of those useless skills.
There has to be a considerable amount of magic damage in this expansion for it to be considered useful. Otherwise it is just adding to the skill bloat.
Dark Mind sadly is a one trick pony.
I have no doubt that it will be a powerfull mitigation tool in savage raids. They always add enough magic tankbusters to cater to this skill.
But outside of savage this skill is pretty much useless.
I would say add Dark Dance / Anticipation into the skill, make it more like a copy of Camouflage.
20 seconds duration, 60 seconds cooldown, 20% magic mitigation, 20% parry buff.
the longer duration is useless regarding the magic damage mitigation, since magic fluff damage happens rarely, and a 60 seconds recast for a 20% parry buff is what Anticipation already has. And remember, it used to be a DRK skill anyway.
This will make the skill more usefull outside of savage and gives DRK a fluff mitigation tool.
Camouflage and Thrill of Battle have more than one effect too, these skills also are both usefull against busters AND fluff damage (okay, they are not that good against busters, but at least they are working on all of them).
I would also be okay with an unchanged Dark Mind, when Dark Dance is added back into the game as an additional cooldown, when a parry buff on Dark Mind is out of question because of the name and lore or whatever. Let them share their recast-timer, I don't mind. I mean it's button bloat, but I would be okay with it :O
Oh and SE, when you keep this physiscal / magical damage stuff, please add a visual indicator for magic busters, like a castbar in a different color, thanks.
Last edited by Tint; 06-06-2019 at 03:12 AM.
Although I agree with some who are saying it is a "bonus cooldown," and in some ways homogenization is a slippery slope, but really the amount of identity gained versus the actual mitigation lost (when compared to other tank CDs) just isnt a good ratio. I know magic mitigation has some place but seriously when you stack up all the tank CDs right now (shoutout to Xeno for his work here) DRK is the only one with this special type of damage mitigation and it feels bad. Flat 20% damage is not going to break the game or ruin the identity imo.
Last edited by Messiah601; 06-06-2019 at 03:53 AM.
Well here's the thing, consider that each of the other "bonus cooldowns" have their own downsides:Although I agree with some who are saying it is a "bonus cooldown," and in some ways homogenization is a slippery slope, but really the amount of identity gained versus the actual mitigation lost (when compared to other tank CDs) just isnt a good ratio. I know magic mitigation has some place but seriously when you stack up all the tank CDs right now (shoutout to Xeno for his work here) DRK is the only one with this special type of damage mitigation and it feels bad. Flat 20% damage is not going to break the game or ruin the identity imo.
1. Thrill - At first glance, clearly the strongest of the bunch when used selfishly. But the fact that it's needed to enhance the normally-weakest Shake it Off means that it can't exclusively be used selfishly, on top of its higher cd.
2. Passage of Arms - In a vacuum as an overall defensive effect, it seems to be the greatest, adding a second raid damage mitigation ability as well as serving as personal damage mitigation by guaranteeing blocks. However, the clunkiness of usage as well as being unable to attack for the duration means effective usage is going to come at a price of multiple GCDs for the PLD. It also has the highest CD.
3. Camoflauge - A great skill for taking autos, but the worst of the bunch at taking tankbusters as it's unreliable, and also has a higher cd equal to thrill's.
Really, in terms of balance, the greater worry is the fact that Holmgang is still the best invul skill. But that's something that the other 3 tanks all have to suffer on.
Last edited by KatsuraJun; 06-06-2019 at 02:21 PM.
Here's the thing most of you guys are NOT factoring in: How a permanent 20% in mitigation from tank stance mastery is going to mess with ALL damage reduction CDs. We're in a game where this causes diminishing returns. That said, a 20% CD is more like 16%. Maybe it's not being factored in discussion to keep things constant, after all, this also means that sentinel clones are effectively only 24% mitigation as opposed to 30%.
That said, the gap between the power of different CDs is closer than before. Because of this, CDs that increase our HP by a certain amount are EVEN MORE crucial than ever before. The fact that we are getting an on-demand shield that provides 25% of our max HP, with a 15 second cooldown, that alone should tell you our capability to receive magical tank busters is better than before.
But even then, even if you're trying to ignore our passive 20% damage reduction, then you're mistakenly looking at Dark Mind with the DRK in a vacuum. However, that won't be the case. Every tank buster we receive is practically guaranteed to have the aid of our co-tank, no matter what job that co-tank is. Even if we assume a piddly 10% from nascent glint, we're getting 28% in Damage reduction. "That's still not equal to 30% pre-nerf DM," you may be thinking, but we get a 25% TBN as opposed to a 20% TBN. Do the math, and you see we get stronger mitigation than before, not weaker.
tl;dr- Dark Mind's fine even with the nerf cause 25% TBN and co-tank help.
Last edited by Hierro; 06-06-2019 at 12:56 PM.
Mathematically speaking you're getting the same EHP boost.Here's the thing most of you guys are NOT factoring in: How a permanent 20% in mitigation from tank stance mastery is going to mess with ALL damage reduction CDs. We're in a game where this causes diminishing returns. That said, a 20% CD is more like 16%. Maybe it's not being factored in discussion to keep things constant, after all, this also means that sentinel clones are effectively only 24% mitigation as opposed to 30%.
This gets repeated a lot and it's frankly wrong.
It is worth mentioning that you are correct in your statement, just wrong in your reasoning.
25% TBN is undoubtedly the strongest short mitigation. It affords Dark Knight the 25% EHP based on max health. The other shorts are all based on Current health, so no matter what, you always get the expected value from TBN.
Last edited by Kabooa; 06-06-2019 at 01:37 PM.
Last edited by Hierro; 06-06-2019 at 01:40 PM. Reason: quoted before you posted the whole post.
they dont even need to make it 20% of all dmg.
they could have done 20% magic, and 10% physical.
(or if they really want to be a pain still, then 5%.)
It still keeps its "magical mitigation" flavor, while not being "as bad" as it currently is.
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