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  1. #1431
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    All I want is for the Blood Gauge spenders to restore HP, and for Oblation to be part of Dark Mind instead so it gets some actual use outside of magical attacks. That way its full power comes from mitigating against magic, but also helps mitigate physical attacks.
    (0)

  2. #1432
    Player
    Zordrage's Avatar
    Join Date
    Jun 2015
    Posts
    134
    Character
    Zordiark Darkeater
    World
    Omega
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by RyuDragnier View Post
    All I want is for the Blood Gauge spenders to restore HP, and for Oblation to be part of Dark Mind instead so it gets some actual use outside of magical attacks. That way its full power comes from mitigating against magic, but also helps mitigate physical attacks.
    I take ANYTHING that increases my sustain at this point.
    (2)
    Limited and Exclusive content that gets removed from game is Wasted Content and Developer time in the long run.
    Change my Mind. (You can't)

  3. #1433
    Player
    ArthurATDayne's Avatar
    Join Date
    Oct 2021
    Posts
    152
    Character
    Arthur-at Dayne
    World
    Excalibur
    Main Class
    Dark Knight Lv 90
    I would be OK if Unleashed + Stalwart Soul AOE Combo had some heal potency on it like 200 per Combo at least so that when DRK players spam it to keep aggro they get the similar sustain as they would when doing the 1-2-3 Soul Eater Combo on one or two mobs.

    And Carve & Split should either get a some heal potency on it that's appropriate for single target so that it's actually consistent with Abyssal Drain since Abyssal Drain restores MP now and HP per Mob while Carve & Split is just restores MP for secondary effects.

    And/Or Merge Carve & Split with Abyssal Drain to decrease button bloat and have it work like: 1st Target Takes Full Damage X Potency, remaining targets take 50% less damage etc, Heal Potency X per Mob. C&S and Abyssal Drain already share the same CD timer, might as well make it the same button and cut down on button clutter.

    I'd definitely welcome Bloodspiller/Quietus and/or Delirium stacks restoring some HP on weapon skill hit too.
    (0)

  4. #1434
    Player
    Mekhana's Avatar
    Join Date
    Aug 2013
    Location
    Let me switch to Limsa
    Posts
    265
    Character
    Mekhana Souther
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    If you want to make the no drk sustain argument that's fine but we don't even have shield exclusivity anymore. Wtf are we supposed to have beyond damage? That comes and goes for all tanks depending on patch and content.
    (6)

  5. #1435
    Player
    Ultaniku's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    418
    Character
    Jojo Ryder
    World
    Famfrit
    Main Class
    Warrior Lv 97
    I watched a paladin solo a dungeon boss down from 60% percent because of how they were able to sustain themselves. Sure it took a while but they could keep themselves alive. As a DRK.....I wish.
    (2)

  6. #1436
    Player
    Shin96's Avatar
    Join Date
    Feb 2021
    Posts
    540
    Character
    Revon Ackerman
    World
    Spriggan
    Main Class
    Dragoon Lv 90
    Maybe we should just accept our days as DRK's are over. Gotta pull a Cecil now cause SE won't change their mind lol.
    (0)

  7. #1437
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Just to clarify my earlier meaning by way of a spitball example:[...]
    I would very much like to see DRK's cooldowns stop being multiples of 60s, so I'd be behind changes along these lines. I guess my only "objection" here is that if I'm trying to think about SE's actual habits when it comes to job adjustments, then I think something like this would only really happen as a "major rework" that wouldn't happen until 6.2~6.4, if not all the way until 7.0 and I'd like to see something sooner - but if they were willing to do it, I think it would be an improvement.
    (1)

  8. #1438
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Ultaniku View Post
    I watched a paladin solo a dungeon boss down from 60% percent because of how they were able to sustain themselves. Sure it took a while but they could keep themselves alive. As a DRK.....I wish.
    Ive done it with a WAR. Healer dies on the last boss of the 85 dungeon. He and I duo'd that from 64% to kill.
    (0)

  9. #1439
    Player
    Tracewood's Avatar
    Join Date
    Nov 2013
    Location
    Bast-- Ul'Dah.
    Posts
    556
    Character
    Eugene Tracewood
    World
    Midgardsormr
    Main Class
    Monk Lv 92
    I'm wondering if that's SE's tradeoff? DRK as little to no real sustain so they do more damage? Salted Earth should have a regen tacked on to it, Absorb-HP as an OGCD should be somewhere in it's kit.
    (0)

  10. #1440
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Tracewood View Post
    I'm wondering if that's SE's tradeoff? DRK as little to no real sustain so they do more damage? Salted Earth should have a regen tacked on to it, Absorb-HP as an OGCD should be somewhere in it's kit.
    Damage advantages never last.
    (5)

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