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  1. #1
    Player
    Isan_Furederikku's Avatar
    Join Date
    Dec 2021
    Posts
    1
    Character
    Isan Furederikku
    World
    Midgardsormr
    Main Class
    Reaper Lv 90

    Improving Dark Knight: A Wishlist of Adjustments

    I am a long-time Dark Knight player that is disappointed with what Dark Knight is shaping up to be in Endwalker, ESPECIALLY in comparison to other tanks. Every other tank recieved insane, engaging and very fun self-sustain buffs / changes in Endwalker. I have gone through the first Endwalker dungeon as every tank and Dark Knight, by far, had the hardest time.

    TLDR: This comparable lack of self-sustain as well as fun factor are what I seek to remedy.

    NOTE: I love Endwalker and most of the class adjustments therein; do not take my ideas for changes as a personal attack against you or the game.

    Enhanced Dark Magic:
    • Edge of Shadow gains a cure potency of 200
    • Flood of Shadow gains a cure potency of 75 for every enemy hit
    • Shadowbringer would have a cure potency of 100 for every enemy hit and would also extend Darkside by 15 seconds.

    Oblation: cooldown: 60s > 45s

    Enhanced Living Shadow:
    • When summoned it will immediately use an Oblation on the Dark Knight that summoned him [This falls in line with Living Shadow learning the skills as we do i.e. it gaining Shadowbringer when we do]
    • When it uses Abyssal Drain it heals the Dark Knight

    Carve and Spit / Abyssal Drain
    • Remove the shared cooldown added in Endwalker
    • Cooldown: 60s > 30s [ALL other tanks off gcd attacks are on 30s cooldown not 60s]

    Blood Gauge
    • Successfully landing Quietus or Bloodspiller will lower the recast time of Shadowbringer by 5s
    • [I have always found the Blood system and Delerium incredibly boring. It feels like watered-down Warrior. I would like to see this whole system scraped and reworked but I still offered a change I would like to see above.]

    Salted Earth
    • Radius 5y > 8y
    • [I also would love to see Salted Earth and Salt and Darkness animations reworked. They look very weak and boring to me.]

    Dark Missionary
    • additional effect: creates a barrier that absorbs damage equalling 10% of targets max HP. Grants Dark Arts if any barrier is completely absorbed.

    Dark Mind
    • additional effect: reduces physical damage taken by 10%
    • cooldown 60s > 90s

    If you guys agree with Dark Knights getting some nice changes and buffs, please speak up. It is the only way we have even a chance of being heard! Thank you.
    (4)

  2. #2
    Player
    Ignimortis's Avatar
    Join Date
    Dec 2017
    Location
    Gridania
    Posts
    67
    Character
    Sorathos Rennedri
    World
    Odin
    Main Class
    Reaper Lv 90
    We already generate enough Darkside to supply a second theoretical DRK indefinitely.
    I'd rather have Shadowbringer be a non-CD GCD that costs 15 seconds of Darkside to use, for example, and maybe had a pot 600 cure on it, or a, say, 1k MP restore.
    (11)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ignimortis View Post
    We already generate enough Darkside to supply a second theoretical DRK indefinitely.
    This. If Darkside's going to take up a gauge, it should actually be worth keeping on one's screen. (Heck, I hide in my bottom-right corner where it doesn't obstruct my view since Dark Arts procs are all I'd need it for, and the ping sound from filling/proccing Dark Arts is plenty audible already.)
    (8)

  4. #4
    Player
    Yubie's Avatar
    Join Date
    Dec 2021
    Posts
    15
    Character
    Yubie Rensora
    World
    Cactuar
    Main Class
    Arcanist Lv 81
    TBN- Remove MP cost at level 82 via trait
    Living Dead- redesigned and renamed to Borrowed Time- Now pauses most incoming damage taken for 7 seconds. At the end of the duration, all the damage you would of taken is now taken as a DoT on yourself over 14 seconds.
    Oblation- now replaces Dark Mind, gaining its 20% reduced magic damage reduction in addition to its current effects.

    Carve and spit + Abyssal Drain- cooldown reduced to 30 seconds, potency reduced to 250 and 90
    Abyssal Drain- No longer has a cure potency
    Blood Weapon- duration increased to 30 seconds, now provides 5 stacks of use.
    Shadowbringer now only has 1 charge. Each time you cast Bloodspiller or Quietus, the cooldown is reduced by 20 seconds.


    Slash- now grants a barrier equal to a 150 heal potency
    Syphon strike- now grants a 200 heal potency, no longer grants MP
    Soul Eater- no longer grants a heal potency. Instead grants you Consumption, reducing your damage taken by 5% for 8 seconds.

    Unleash now grants a barrier equal to a 40 heal potency per enemy hit.
    Stalwart Soul- now grants a 50 heal potency, per enemy hit
    Stalwart Soul- Now learned at 42 down from 72

    Enhancement Unmend- Additional effect- After using plunge your next Unmend generates 10 Blood gauge
    (1)
    Last edited by Yubie; 12-21-2021 at 07:06 PM.

  5. #5
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Ok and how do we regen MP now ? xD
    (0)

  6. #6
    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
    There's a lot of Magic dmg in the new raid. Might want to keep Dark Mind even if it's not perfect.
    (0)

  7. #7
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by Mekhana View Post
    There's a lot of Magic dmg in the new raid. Might want to keep Dark Mind even if it's not perfect.
    I hear you but damage specific mitigations need to go. What other tank has a mitigation that is not useful in a given situation besides DRK with dm? None. I’ve benefited from having dark mind as is in shb but even I would still rather go to a 15% all damage reduction instead of the current.
    (5)

  8. #8
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    At last Dark Knight's niche is fulfilled.
    (0)

  9. #9
    Player
    Comrade_uri's Avatar
    Join Date
    Feb 2015
    Location
    Limsa
    Posts
    86
    Character
    Maximilien Dufort
    World
    Omega
    Main Class
    Warrior Lv 100
    Isn’t GNB’s raid wide a magic def only buff?
    (0)

  10. #10
    Player
    Yubie's Avatar
    Join Date
    Dec 2021
    Posts
    15
    Character
    Yubie Rensora
    World
    Cactuar
    Main Class
    Arcanist Lv 81
    Quote Originally Posted by Kalaam View Post
    Ok and how do we regen MP now ? xD
    did you not see i said carve and spit/abyssal drain a 30 second cd?
    (0)

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