Is there any particular reason that after using Delirium, Bloodspiller only generates 200 mana, while Quietus generates 500? It seems like an odd distinction.

Is there any particular reason that after using Delirium, Bloodspiller only generates 200 mana, while Quietus generates 500? It seems like an odd distinction.




Supposedly it's so each use of Bloodspiller will restore the same amount of MP overall as using your 123 combo, but that explanation seems like post-hoc rationalization to me (it also ignores Quietus entirely, but eh). I'm still partial to my own hypothesis, which is that the MP Restoration effects of Bloodspiller and Quietus are flipped, and that Quietus is actually supposed to be restoring 200 MP per target hit while Bloodspiller is actually supposed to be restoring a flat 500 MP. But unless this actually gets addressed with 5.1, it's anyone's guess what the heck is going on there.
I wish that was the case, it would make a lot of sense. In PvP Quietus generates mp per target hit instead of just a flat rate like in PvE (which I don't really understand). I hope it is a "bug" or they just decide to make quietus generate mp per target hit instead of having a flat rate because it doesn't feel good to use at all in big pulls.I'm still partial to my own hypothesis, which is that the MP Restoration effects of Bloodspiller and Quietus are flipped, and that Quietus is actually supposed to be restoring 200 MP per target hit while Bloodspiller is actually supposed to be restoring a flat 500 MP. But unless this actually gets addressed with 5.1, it's anyone's guess what the heck is going on there.


The point is that DRK is not lacking in keys because it happens to not play like PLD. It has a simpler GCD rotation because its focus, and has always been, on its oGCD economy and its damage reflects that. Pressing 1 2 3 (4) (5 5 5) is not more inherently interesting than 1ab2ac3ad1ad2 3 1 2 3. DRK is now a burst class and its design of optimal double weave windows into downtime reflects that. DRK could use 1 or 2 more things to do spice up its downtime. PLD is inflexible and suffers a slow GCD crawl. WAR has a worse off downtime and only has 1 real oGCD with only 1 more combo ender to press. GNB is hard railed rotation that hates anything happening during their GF windows.It was never about average damage more about but what a DRK was doing. During every minute a Paladin is hitting 12 unique keys with the majority being different gcd keys. In comparison, in most minutes the Dark is only hitting 9 unique keys with the majority being ogcd keys.
Also your DRK and WAR potency numbers are inflated because you just added the numbers from the Fell Cleaves and Bloodspillers when factoring the damage gain from those two buffs while also leaving out the 50% increase in damage to Holy Spirit and (access to) Confiteor from using Requiscat.
I have no idea why we're adding in GCD buffs into things between the classes (people seem to leave out BW and Delirium in previous posts when bringing up this point) but I'll bite. Requiscat gives 3300 potency total. Subtract the RA + 2 Atonement it replaces and that's a 1050 net gain, bringing PLD up to 3,696.25. I put in potency to further illustrate where DRKs focus lies. WARs is 90% IR and Infuriate which is just enhancement to it's 98% GCD gameplay and performance.
Bloodspillers MP gain in delirium is just to balance with the 600mp gain you would've gained from SE combo (200mp per gcd average). Quietus I have no idea why it's 500 but I imagine it's to make the skill not completely lackluster. A 200MP gain over Stalwart Combo.
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