That's...not a terrible idea? Desperate measures while you're about to die...maybe slap lifesteal on it as well to help us get ourselves out of the status.
Happy i still got my pounce... Though why did they have to give one to paladins <.<
Last edited by GrizzlyTank; 07-31-2019 at 12:26 AM.
Tanks aren't over geared atm... give it time, they will be less squishy. I think they are all in a decent place.
Personally I'd rather each tank bring its own flair to its selection of skills, and I'm really not sure how you can achieve that with invulnerability skills in a way that's massively different to what we already have... They could just make Hallowed Ground a Role Actions, but I want less homogenization of role skills, not more... The flavour Living Dead provides is actually appreciated, at least IMO, the issue is that it has a pretty hefty cost with... No real payoff... I'm sure many argue that it's low cooldown is the payoff for its negative effects, but I really don't think that's good enough...
Having some bonus effect while under Walking Dead would be a great "fix" IMO, one that provides additional HP via Drain effects would be an added boon to help offset the "Heal to 100%" requirement to dispel Walking Dead... The idea behind the skill is that you've just died, but you're giving 10 seconds worth of a last stand, so let me feel like I'm giving 10 seconds worth of a last stand... You're literally Walking Dead, you should hold absolutely nothing back in that scenario and just be spamming everything in a last desperate attempt to survive... I'd much rather have flavour like that in my "Get out of Death free" skill, than a measly copy of Hallowed Ground...
After seeing Superbolide I really don't want SE to scrap Living Dead, what we'd get in replacement would either be worse (reduce my HP to 1, then apply invulnerability? words fail me) or they'd just go the Role Action route and gut even more Job identity...
The only other idea I've had for Living Dead, is to have it interact with Living Shadow... Probably not a cooldown reset, but having old Fray take on Walking Dead for you if you happen to pop Living Shadow while under the effect of Walking Dead? Would be a neat little bit of flavour to the Job...
Last edited by Nalien; 07-31-2019 at 01:45 AM.
what does PLD have that's better than DRK?Or people who disagree with this statement does not play other tanks job, because DRK is objectively the squishest tank in the roaster. And by saying this, i am saying its performance in the hardest benchmarks which are dungeon pulls.
Any tank is able to tank raids and bosses effectively, the difference between tank jobs is getting more visible if you put each one in front of large stack of enemies who are able to do much more damage than any raid boss could do.
In this case, DRK besides having TBN and shadow wall and abyssal drain heal has nothing else to mitigate damage, an i am not counting 2 obvious tank roles CD's because these are not enough.
I've found that most complaint posts come from people that cant math, know thier class well, or got too comfortable with how things used to be and thus remain resistant to change the other 10% are actual legitimate complaints. OPs falls under the 90%
"Sometimes I wonder I heal for fun. or if I heal because I'm a glutton for punishment."
hey hey calm down, that can cause you get banned from the forum and you wont be able to support a DRK change, keep the forms and edit that, don't let you take you voice here.
I can see three problems here:People just need to stop wasting mana for Dps and use it to time TBN better, "I'm squishY" comes from not having a clue when to use TBN, I played with a random Drk in expert and he used his skills at the proper times and he hardly took any dmg, know how to play the job before demanding sweeping changes. pld>GnB=Drk>war.
The first is that "wasting mana for DPS" is a disingenuous way of putting it, as tanks are expected to push the highest numbers possible while also performing their role's primary function. As a result of this, maintaining a strong offensive burn on your MP is rather integral to playing the job effectively. To conserve MP for use exclusively on TBN would be gimping yourself intentionally - a disservice to your entire group. The only thing you hang on to is that last 3,000 MP for use of TBN. Not more and not less.
The second problem I see here is the assumption that everyone asking for changes to DRK is an amateur. What about those that are highly skilled at the job and still consider its current design to be a problem? It isn't just the inexperienced that aren't satisfied with how it operates. Granted, TBN is pretty easy to use once you have your timing down, but that still doesn't change the fact that DRK is the only tank that has to choose between an offensive and defensive option. Worse still, TBN is going to become increasingly difficult to use correctly as gear improves. We're already at the point that some tankbusters won't even reliably break it.
The final problem is the rather inaccurate representation of the difference in standing between tanks. GNB and PLD are in effect tied; one brings more damage, the other a tad more durable. Both have strong group utility. DRK and WAR, meanwhile, aren't quite so much in parity as some would have us believe. FFlogs? Not wholly accurate. Most of the DRKs performing well on FFlogs are barely (or not at all) using TBN, instead burning all of their MP on offense. DRK has little in the way of group utility beyond Dark Missionary, which is straight up just a worse version of Gunbreaker's Heart of Light. Dark Mind is garbage.
Last edited by Absimiliard; 07-31-2019 at 04:24 AM.
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