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  1. #10
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Okay so Dark Knight really has a problem in a couple of areas. One has to do with how percentile mitigation works vs shields. In a one on one fight, Dark Knight is probably okay, but when dungeon running and dealing with multiple packs of enemies they are at a huge disadvantage in terms of mitigation tools compared to something like paladin or warrior. This is due to the fact percentile mitigation > shields / self heals when pulling large packs of enemies, since the percentile reduction "scales" with the number of opponents. Shields do not.

    The other problem dark knight has is the unnecessary complexity and ackwardness of the rotation. It takes a lot to get used to using the MP based OGCD attacks, since they do not have a typical cooldown on them to help guide a player on when to use them or not. So it's easy to blow all your MP and what not while in a fight. This is actually pretty manageable during the mid tier levels of the job, but when you stack delirium into the mix with blood gauge, that's when it starts getting to be a maintenance nightmare.

    My own opinion is that blood gauge shouldn't exist and the abilities that are on the blood gauge should be cooldowns. It's AOE mitigations should definitely be working on all types of damage to avoid the same problem elemental resistance had back in WoW (I mean, we don't even care if the damage is magic or physical in normal content, we just care about how much it does), and for flavor it probably should have an aoe version of Blackest Night in addition to blackest night. The job really is about mixing dark magic with sword play, so just make it more about the MP and less about blood gauge.

    I mean, dark knight feels like how many ways can we make a tank complicated to play.

    1) Salted Earth has to be placed on the ground manually by clicking a target spot.
    2) Blood Gauge has to be emptied regularly while also managing a bunch of OGCD attacks.
    3) We got MP management between mitigation and Damage dealing to stack on top of the cooldowns.
    4) Just for fun, we have the tank invuln that requires being healed to full so make sure you tell your healer when you're under the effects of living dead. (This one is probably okay since people usually learn to watch for it)

    I actually macroed the salted earth to place it under an enemy during normal content just to avoid having to place it manually, given that the delay from the macro is about equivalent to the delay of manual placement. Healers don't really have the same issue since the role gives a little more flex time on the actions.
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    Last edited by Colt47; 07-10-2021 at 11:46 PM.