I agree with it having a good foundation, and I like the TBN, Edge/Flood dymamic.
However, Delirium needs to change, and ideally do something with Abyssal drain, even if it's just increased cure potency or a shorter CD.
I agree with it having a good foundation, and I like the TBN, Edge/Flood dymamic.
However, Delirium needs to change, and ideally do something with Abyssal drain, even if it's just increased cure potency or a shorter CD.


Since you spend your MP only by chunk of 3000, it's not advanced mathematics to keep enough MP for TBN. It was the same in SB, except than in SB, you also needed MP for an emergency Grit if things go bad, for Unleash in case you need to quickly take aggro on a group, or Unmend if you need to pick-up an add, or Abyssal Drain, if you need an AoE heal...
A ressource that could be used for something else than your Bloodspiller. Like breaking a shield early so you could use Delirium during your opener to enhance Blood Weapon. And sorry, but if you let your Blood overcap, you misplanned your rotation, it's not the job's fault.
Yes, and I still don't understand why we should have to switch job to go back to what DRK's flow was. If they wanted to create a new flow, the new job would have been a perfect candidate. Exactly like they removed the proc system from Machinist, only to give a full proc system to Dancer.
Quietus is weak and lost its tactial use of replenishing your MP in AoE situation. Now that we have Stalwart Soul, this skill is close to useless.
I'd replace it with Inner Release and call the job WAR...
Last edited by Reynhart; 07-03-2019 at 05:44 PM.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.



I sorry I have to stop you right here, delirium was always useful, his DPS contribution was great even if you don't see it as big unga Bunga numbers, delirium was useful 100% of the time in single target combat and on aoe situations was pretty handy depending of the duration of the mods since extends our glorious abyssal drain bloodfest at the same time keeping high the bloodweapon Quietus sinergy much more time, MP shower.
If ppl say delirium was useless then they never understand how it works and the impact of the skill, it didn't have impact of inner release but didn't need it either, enhance his effects should be a priority if they want it to make it more impactful not reworking it to a inner release.
Delirium and inner release have the same recast, duration and gameplay effect, what make it different is delirium give poor MP gains and inner release dealt direct hit/crits, so both skills are 98% the same and feels like that. At least requiem cast have the decency of take his own path adding a finisher but doesn't change the fact that 3 tanks spam the same skill in a window of 10s for some reason, you see the melees with the same mechanics? No right, meaby ranged or casters? Mmm nope, how about healers? Nope, this is something exclusive of tanks and kills diversity, at least WAR and PLD have a lot of extra mechanics to feel different from each other in some degree, now more in SHB, DRK have almost nothing and what they have is Hella boring (subjective).
I already post some ideas here and there but I spend more time supporting ideas that look better that mines, supporting others to make they ideas more visible count too.
In HW DRK feel like a different world, this saddly it's not longer the case.
Last edited by shao32; 07-03-2019 at 05:39 PM.


Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.




Last edited by Jandor; 07-03-2019 at 07:06 PM.
Delirium was a wasted 50 blood if you used it to extend Blood Weapon moments before the boss became untargettable due to a transition, or you had to move out of melee range due to mechanics so saying it was useful 100% of the time is somewhat unrealistic. Even when planned and used properly, DRK had little in the form of burst damage to fit into buff windows, which was a big complain people had back in 4.0.
It was a really fun skill to mess around with, don't get me wrong, but I much rather have an actual burst phase on DRK which is exactly what new Delirium gives, so I'm quite happy with the change. That said, I would prefer it if Delirium went back to extending Blood Weapon's duration but had no cost like it does now AND DRK got some other skill that can match ShB Delirium's burst damage potential, but I don't mind the new iteration of DRK at all. I even find it quite fun to play.
People did the math and all tanks deal around the same dmg. The problem is war and pld are way stronger then gun and drk and gun has the great problem that you need to optimize hard and you want to squeeze all ur meele cds in no mercy plus ur 2 dots and 1- 2 cartriges . Pld now deals insane dmg and has the better group utility and people telling me wings are hard to use just doesn’t know what he’s talking about. Drk Problem is if tbn doesn’t break you lose around 200 - 300 dps depending on the situation and if you have a group synergy party


You do realize that Delirum is even more wasted now if the boss become untargetable, since DRK would now lose its burst phase completely instead of a single Bloodspiller. And again, if the player doesn't know how to properly use its skill, it's not the job's fault.
Why should all jobs be designed around burst windows ? Especially when you already have tanks to fill that concept. You don't have to burst to have a balanced DPS compared to your fellow tanks.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
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