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  1. #26
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Kreyd View Post
    How is DRK supposed to use DA at the beginning of dungeons/raids when its charges need active Darkside to charge? Will they also charge outside of battles? Could you explain that?
    The more I thought about this, the more I thought about Black Mage. During Enochian, that Job gains 1 Polyglot every 30secs. It's the same with Dark Arts in this situation, but in Endwalker, Black Mage will receive a trait that will allow them to have 1 Polyglot at the start of the fight. I'm thinking DRK and Dark Arts can have the same thing at higher levels. Not sure what level DRK should be though.

    Quote Originally Posted by Kreyd View Post
    3.0 Diliriums usage was the Blunt debuff that isn't in the game anymore. What would be Power Slashs new purpose?
    I actually did not know that because I did not play 3.0 DRK. I'm just a casual player that started playing the job at 4.55 and beyond. But Dark Arts looked cool, so I made this thread in hopes of catching SE's attention.

    As for what the Dark Arts Enhanced Power Slash does, maybe do a magic vulnerability down debuff. DRK is technically a "Magic" based job, so having a 2 or 3% magic vulnerability down debuff on the enemy would fit the DRK aesthetic in my opinion.

    Quote Originally Posted by Kreyd View Post
    This would bring back 2 problems we had with DA in HW and StB.
    1. If DA is usefull for both dmg and sustain abilities it will ultimately only be used for dmg.
    2. Giving DA effects to ogcd can cause problems with doubleweaving, especially under the haste window BW had. Admitted we don't have that anymore, but some people (me included) would like to have haste windows back on DRK.
    I need to think more about this. I wouldn't mind Dark Arts effecting only defensive skills, but in my eyes, that would be kinda boring? Maybe only effect 1 or 2 offensive skills and that's it. As for Blood Weapon, again I'm not sure. If BW does not receive a haste buff in future patches, then having Dark Arts as an oGCD is fine. But that would change if BW does receive it's haste buff back. So many things to consider.

    Quote Originally Posted by Ryaduera View Post
    This doesn't fix anything. This is just a long winded way of saying 30 second cooldown. Darkside is still a brainless layer to look like mechanical skill is required, but you still are constantly overcapped on it. It would be far better to make it consume darkside time.
    Perhaps you are right. Again, I never played 3.0 DRK. I just kept listening to the veteran 3.0 and 4.0 DRK players and formed my opinion here. Since a lot of DRK players did not like the Dark Arts spam in 4.0, I suggested that it'd only be an oGCD with charges to prevent spam.

    However, having Dark Arts take away Darkside timer is a good idea. A great idea. Although, I do think this idea would fit better if BW got it's haste buff back.
    (2)
    Last edited by currentlemon; 11-05-2021 at 11:23 PM.