Doesn't undermine it. if you doing stuff like holding IR and IC and using them to play around BW your playing really badly. e.g no one does this.Not really good to undermine your own argument, lol. That said I'll wait to see how much healing the new TBN does before I give up on drk even more than I already have. I read the writings on the wall and leveled a war and pld to 90 already. StB did drk dirty and I doubt they will be able to fix drk/tbnbot in such a way it makes playing the class feel rewarding or at the very least fun.
Just because it's not optimized doesn't mean it also not possible. We all know about the 8 war meme but let's see 8 drks clear some current tier savage content!
it's because Eric is more of an outlier due to being the first savage and his mechanic set, P2S will be doable later in the expansion but they're going to hit a hard wall at P3S and P4S. All they need to do for DRK is make LD less wonky. I don't believe all tanks need super amounts of self-sustain and tbf DRKs are nice OTs with their TBN.
Last edited by Mosha; 04-07-2022 at 01:06 AM.
Yet half of the tanks in the game has some crazy self sustain and gnb can be debatable. So its very confusing that the class that was known for hp drain has the least amount of self sustain between all the tank classes. TBN is a neat trick but there are a few underlying issues with the class that TBN can't address. Besides, can't warriors and paladins create shields for themselves and their pt?
Theres no etc. its just that lol, at worst determine the visual queue you'll use to press it. And I don't think it's as fool proof as you think. I can think of very few scenarios where the party doesn't have to adjust if it doesn't go off right when its meant to. If it procs at the wrong time and the party can't adjust the DRK will die anyways later when it was actually needed. No different than the tank dying and the OT having to take over.
PLD can spam clem but that is a dps loss. War can do the following to self bene all on OGCD by popping thrill, equilibrium, blood whetting and shake it off.
So Thrill is a 20% Total HP heal(HP expansion if you want to look at it that way) plus enhances other healing, Equil is just a big heal enhanced by thrill, Bloodwhetting restores HP on each GCD and Shake it off is a heal and shield that also benefits from the other abilities being active. By the end of this sequence you have self bene'd and also still have rampart/vengeance/reprisal to offset incoming damage if needed.
Fair, and they don't have to. At least I got the reason why, which seems to mainly stem from people liking having to time it manually instead of auto like all the other invulns. Just trying to get away from all the homogenization thats been occuring and quite frankly there are only so many ways to make an invuln different and also viable.
A change that would keep it's functionality would be to make it so that the DRK received more healing if LD triggered.
There are times where you can hold on for ages by spamming TBN and mitigation but on some enemies you eventually get low. If we can entirely heal ourselves in 6.1, it will make living dead a game changer for soloing things on DRK.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
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