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  1. #1
    Player
    Nihility's Avatar
    Join Date
    Aug 2013
    Posts
    1,130
    Character
    Tenebria Miku
    World
    Behemoth
    Main Class
    Arcanist Lv 100
    from my perspective dark knight is pretty good just statistically
    The Blackest Night was already the best of the short cooldown tank cooldowns. I don't really have developer data but maybe increasing all the other ones was bringing them up to par. shadow wall and rampart are the same as every other tank and dark mind and dark missionary are strong and have a generally shorter cooldown than other tank equivalents and oblation was like here's even more. every other tank got the improvement rolled into their 25s cd, dark knight was the only one that gets to use them together or at different times depending on situation.

    The current potencies don't really much either but currently they look to be up there for dps too

    My only real problem with dark knight is all the ogc relics of it's original incarnation. Salted Earth, Carve and Spit, Abyssal Drain, Blood Weapon, maybe even more I'm missing
    They all kind of suck and they were just altered in a fitting a square peg into a round hole sort of fashion, They also just make the job needlessly over-busy and they keep adding more.

    One of the coolest parts of dark knight aesthetic to me was how they are swinging a giant heavy weapon and the main combo shows it. They are actually struggling to maintain balance from the swings. It's a really nice touch
    But with this insane flood of OGC dark knights have it's maybe even twitchier than gunbreaker and the animations look ridiculous when constantly broken
    Dark Knight should be like reaper is, fairly slow most of the time but every hit has that OOMPH! weight to it

    And just a general gripe with all tanks having gap closers being part of dps, simple solution too, minimum range requirement for them to do damage. Can use them whereever you want but if your not far enough they just get you closer. No longer worthwhile to try and force them and they can be used for the utility they're meant for freely
    (1)

  2. #2
    Player
    Crimsonrock's Avatar
    Join Date
    Oct 2021
    Posts
    19
    Character
    Rorkes Tang
    World
    Famfrit
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Nihility View Post
    from my perspective dark knight is pretty good just statistically
    The Blackest Night was already the best of the short cooldown tank cooldowns. I don't really have developer data but maybe increasing all the other ones was bringing them up to par. shadow wall and rampart are the same as every other tank and dark mind and dark missionary are strong and have a generally shorter cooldown than other tank equivalents and oblation was like here's even more. every other tank got the improvement rolled into their 25s cd, dark knight was the only one that gets to use them together or at different times depending on situation.

    The current potencies don't really much either but currently they look to be up there for dps too

    My only real problem with dark knight is all the ogc relics of it's original incarnation. Salted Earth, Carve and Spit, Abyssal Drain, Blood Weapon, maybe even more I'm missing
    They all kind of suck and they were just altered in a fitting a square peg into a round hole sort of fashion, They also just make the job needlessly over-busy and they keep adding more.

    One of the coolest parts of dark knight aesthetic to me was how they are swinging a giant heavy weapon and the main combo shows it. They are actually struggling to maintain balance from the swings. It's a really nice touch
    But with this insane flood of OGC dark knights have it's maybe even twitchier than gunbreaker and the animations look ridiculous when constantly broken
    Dark Knight should be like reaper is, fairly slow most of the time but every hit has that OOMPH! weight to it

    And just a general gripe with all tanks having gap closers being part of dps, simple solution too, minimum range requirement for them to do damage. Can use them whereever you want but if your not far enough they just get you closer. No longer worthwhile to try and force them and they can be used for the utility they're meant for freely

    Yup, the magic damage mitigation is powerful, the disadvantage is it squeeze hotbar space. And oblation, a not very usefull mitigation squeeze the hotbar space even more. I rather they add the cold mind into dark missionary, and add useful additional effect into oblation.

    I actually ok with salted earth change. I also hope they change Carve and Split, Abyssal Drain and BW.
    (0)