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  1. #91
    Player
    JoeStar24's Avatar
    Join Date
    Aug 2019
    Location
    LL
    Posts
    1
    Character
    Joe Star
    World
    Behemoth
    Main Class
    Dark Knight Lv 80
    I don't know what drk is suppose to be anymore a magical tank or war. To me it feels the same as a war

    I was excited when it was first announced and that drk had been influenced by Guts(berserk), that being said I hope they change the damn shadow to us putting on maybe guts armor for extra dmg & no mp cost to skills or even when tbn breaks we can stack DA for a much stronger atk. Change Salted Earth into a spike move were the enemy takes dmg for hitting us.

    This rework is better than SB but still needs some work but am stick with. If 3.0 plds can stick with the bad then I can 2.

    Here's to 6.0 DRK
    (5)

  2. #92
    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 LegolasT View Post
    I heavly disagree with the original post! By far DRK is the least squashed tank right now period. Ask any healer in endgame content and dungeon and they will tell you DRK requires way less healing. A squishy tank is a tank that needs to be healed consistently and DRK isn't that. Second I do kinda agree with TBN being adjusted, I think the way they visioned the move as a counter attack cool down but with it costing the same as using edge or flood It doesnt become rewarding. I say they just make it cheaper to use TBN which I know they need to be careful with that since if they make TBN too cheap or free it will make DRK simply OP since TBN In my opinion is the strongest cool down for the tanks. DPS the tanks are extremely balanced I mean it's hard for me as a DRK main to ask for more DPS I think maybe a tweak to WAR and DRK would be good. For DRK maybe make blood weapon increase damage 10% on top of darkside or make darkside do 20% increase in damage would be solid. I don't think potencies need to be adjusted much if at all since DRK has about 3 burst windows( delirum, blood weapon, and living shadow). Last the argument for delirum I think is great with DRK I don't care much for the HW iteration nor SB. This version by far is better and this is in my opinion. I believe there is a reason they did this to DRK cough cough WAR rework incoming (my guess). I personally think WAR is simply boring.
    You can feel free to continue to disagree with me, but not offering a why isn't constructive or something that can be built off of.

    Compare DRK to WAR as one example: Rampart, Shadow Wall is matched by Rampart, and Vengeance. So far so good. Dark Mind is not useful in trash pulls (which was where I was making my point), comparing this to Thrill of Battle which gives you a 20% heal and 20% healing increase. Thrill >> Dark Mind in the specific scenario of trash pulls in dungeons. Of course dark Mind feels great against tank busters but thats not the area I was approaching this from since we didn't have any savage raids at the time.

    Equilibrium compared to Abyssal Drain: Abyssal Drain can win here on 7-8+ targets.

    Then the questionable case: TBN Versus Nascent flash. TBN 15 second cooldown worth approximately 30k hp right now. Nascent Flash can use this over 3 GCD's and my first pulls usually look like this: Overpower (Infuriate) Mythril Tempest into Chaotic Cyclone: This restores 12.5k HP per target over 5 seconds. On 6 targets thats getting to 75k HP restored on a 25 second cooldown. Since we have double infuriate I can do this in the next use of Nascent, and because of Infuriate's reduction I can use this again at 50 seconds.

    Based on that I reason Nascent Flash provides more survivability in trash pulls with less healer support by restoring 75k HP every 25 seconds verses shielding 30k hp every 15 seconds.

    Rampart = Rampart
    Vengeance = Shadow Wall
    Thrill >> Dark mind in trash pulls
    Self healing is about the same for average pulls
    Nascent Flash > TBN in trash pulls.

    In the context of trash pulls I reason that Dark Knight comes out squishier than Warrior. Again, I use squishier here as a relative term: not squishy but not quite at Warrior level.

    Since you heavily disagree with the op, I suppose that means you disagree with more than the simple statement that we may mitigate less than other tanks due to dark mind not being all damage types.

    Other points:
    Blood weapon shouldn't be falling off 1 second earlier than other 10 second abilities costing dark Knights 150 dps.

    Utility: While TBN is nice, its about as strong as a nascent flash on the MT but pairs less well with all the double busters this tier. Using it come at risk because depending on your cotanks mitigation it might not break. While it mitigates more than GNB, GNB is better at things like supporting you with their oGCD heal, can share a shield while mitigating for you.

    Self Healing: Single target in raid we are much worse off here than say GNB or WAR who heal themselves for 1200 potency, we are at 16% of that. I'm not sure our mitigation kit makes up for our self healing being 84% lower than other tanks.

    Damage: Given the above I'm not sure what justifies dark knight being the lowest output of the 4.

    Since you heavily disagree with the post can you provide some specifics on which of the above you disagree with and why?
    (3)

  3. #93
    Player
    Uliq's Avatar
    Join Date
    Oct 2013
    Posts
    82
    Character
    Atheros Gaian
    World
    Faerie
    Main Class
    Ninja Lv 90
    Dark MP skills need to be reduced to 2500 and their mp regens need to be buffed a bit. They currently use more mp per move than paladin and recover less. This isn't made up by blood weapon, carve and spit or delirium.
    Walking Dead needs to be removed and it should just be an invuln. It was ok when sole survivor existed but that is gone now and war lost it's crutch drk doesn't need one, specially not an instant death one.
    As for increasing the dmg I don't think it is needed at all. The decrease in mp usage and the increase in mp gain would make up the difference since it's mp skills have their own CD.
    Abyssal Drain needs to have it's CD shortened dramatically. It's basically useless in Raids and against dungeon bosses anyway and I don't think you all really care about trash mobs.
    Carve and spit could be moved to a 30 second CD as well to help with it's output and regen but this is pushing it I think if you increase all the other regen abilities slightly and decrease the mp used.
    Besides those things I'm cool with DRK and where it stands. There isn't a great difference in the tanks right now. I'm sure it'll come later with war falling to the back if it doesn't get any upgrades but right now...


    on to other things
    Dark is squisher than War but also capable of putting out more dmg faster so fights won't take as long(If we talking about trash pulls.) At the end of every TBN DRK gets a free skill use so mana wasted on it isn't really wasted. its just holding a gcd for use later at no cd cost or dmg lost. The jobs aren't meant to be exact equals the tank moves were just evened across the board for ease of job function. WAR has highest mitigation of all the tanks currently with 100% of it's tank abilities active at once. But war will also take the most dmg out of all the tanks currently since all it's aoe ablilities are on the same timer.

    In raids... Doesn't really matter much as long as you know what stops which tank buster and how to dodge. All tanks can do the content with current defenses as they are. DRK excels in areas warrior doesn't, like eating tethers and fey light because magic mitigation.
    (2)
    Last edited by Uliq; 08-15-2019 at 12:23 PM.

  4. #94
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,133
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    If they made magic attack cast times be a shade of blue then it would make tank busters easier to mitigate, unless server ticks, and they could also make cast times be a shade of purple for attacks that cannot be mitigated through anything but health barriers but it would not help the fact that DRK is still the most boring class to play and it's not fun to play in general...
    (0)

  5. #95
    Player
    Rathael's Avatar
    Join Date
    Jan 2018
    Posts
    73
    Character
    Arlan Knighthold
    World
    Lich
    Main Class
    Black Mage Lv 80
    DRK is completely fine as it is save for a few actions.

    Salted earth and Abyssal Drain both have basically no functionality on single target other than pitiful DPS gains... but since every DPS gain is important, it makes it mandatory to use them whenever they are available for no other reason than adding a few digits to your dps. They are a chore.

    Would be nice if these had effects that made them more useful as utility than a dps-chore. Increased healing from Abyssal Drain would make it a survival/mitigation tool.

    Other than that I think DRK feels great. I dont particularly feel like it is slow like some people do. TBN is powerful enough to make the job feel equally useful to the other classes alone.
    (1)

  6. #96
    Player
    LichKaiser's Avatar
    Join Date
    Aug 2013
    Location
    unknow
    Posts
    25
    Character
    Lich Kaiser
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Dark knight is a good tank for sure, but need some tweaks on his kit.
    - Need a little Cool Down reduction on abyssal drain to make him more reiable during big aoe pulls,
    - Need to have a secondary tool for reduce incoming damage and bring a sorta of utility from big pull, not only rampart and TBN, i guess if they give a 10% damage reduction inside Salted Earth would fix it, and a lot of complain about DPS lost from nerf will be gone since will be turned into a utility tool,
    - Living Dead must be changed, or remove the "must be healed for 100%hp or die" interaction.

    DK DPS is fine, his tankiness on Raid boss is fine, he is the best anti tank-buster tank, and TBN is one of the best tank tools i ever saw. He just need to have more utility/mitigation/regeneration for physical big adds pull, were he is not good at all, and a better Living Dead interaction
    (0)
    Last edited by LichKaiser; 08-15-2019 at 07:58 PM.

  7. #97
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,133
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Does anyone even think Darkside being locked behind combat skill a good thing because I am do not think it's a good thing....
    (0)

  8. #98
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    i consider the darkside rework making the mechanic so pasive while having a dedicated gauge with living shadow and TBN is a complety waste in every sense, it's a poor desing overall.
    (1)
    Last edited by shao32; 08-16-2019 at 04:49 AM.

  9. #99
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by shao32 View Post
    i consider the darkside rework making the mechanic so pasive while having a dedicated gauge with living shadow and TBN is a complety waste in every sense, it's a poor desing overall.
    What nonsense is that ? The current Darkside is more active than it ever was... In SB it was just toggle and forget. In HW it used to drain your MP but it was still pretty much toggle and forget. Not losing it was solely based on achieving a very basic level of MP management... Just like how it is now, but instead you directly and actively give the buff to yourself and extend it by using an MP-spending ability. It's much more active than both SB and HW. Is it any harder or more complex ? Compared to SB Darkside, yes it is. Compared to HW, it's pretty much the same level of complexity, which is pretty low. Is it really that important ? I don't think so. Devs didn't need to create a new gauge for it but that's not a big deal. Darkside has never been the center of DRK's gameplay.
    (5)

  10. #100
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,133
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Freyyy View Post
    What nonsense is that ? The current Darkside is more active than it ever was... In SB it was just toggle and forget. In HW it used to drain your MP but it was still pretty much toggle and forget. Not losing it was solely based on achieving a very basic level of MP management... Just like how it is now, but instead you directly and actively give the buff to yourself and extend it by using an MP-spending ability. It's much more active than both SB and HW. Is it any harder or more complex ? Compared to SB Darkside, yes it is. Compared to HW, it's pretty much the same level of complexity, which is pretty low. Is it really that important ? I don't think so. Devs didn't need to create a new gauge for it but that's not a big deal. Darkside has never been the center of DRK's gameplay.
    Compare it to DRG's Blood of the Dragon, and say it's still complex. I dare you.
    (3)

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