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  1. #1
    Player
    baklava151's Avatar
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    Aug 2021
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    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    Regarding Bloodspiller/Quietus giving back HP and since we're back to the topic of DA again, they could make it where DA adds a lifesteal to those abilities. Just making it a more active choice rather than something that passively happens when you use your Blood abilities is more appealing to me.
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by baklava151 View Post
    Regarding Bloodspiller/Quietus giving back HP and since we're back to the topic of DA again, they could make it where DA adds a lifesteal to those abilities. Just making it a more active choice rather than something that passively happens when you use your Blood abilities is more appealing to me.
    If that's coming at cost to the free Edge/Flood, then we'd have to actively avoid using Bloodspiller/Quietus until having used DA on Edge/Flood. Even some 600 potency of healing isn't going to be worth losing 460 ST or 160 AoE potency for.

    So long as something is sufficiently bankable, its timing is an active choice (sometimes favoring raid buffs, sometimes favoring the reduced chance of a DF healer panicking and using a GCD heal). Locking the heals behind TBN, moreover, means making that healing far less responsive, something you may have to prep up to 8s in advance.
    (0)

  3. #3
    Player
    baklava151's Avatar
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    Aug 2021
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    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    Quote Originally Posted by Shurrikhan View Post
    If that's coming at cost to the free Edge/Flood, then we'd have to actively avoid using Bloodspiller/Quietus until having used DA on Edge/Flood. Even some 600 potency of healing isn't going to be worth losing 460 ST or 160 AoE potency for.

    So long as something is sufficiently bankable, its timing is an active choice (sometimes favoring raid buffs, sometimes favoring the reduced chance of a DF healer panicking and using a GCD heal). Locking the heals behind TBN, moreover, means making that healing far less responsive, something you may have to prep up to 8s in advance.
    I wasn't clear, that's based on the convo a few pages back about bringing old DA back but having it affect abilities in ways other than straight potency increases. It'd definitely be a bad idea on current DRK
    (3)

  4. #4
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by baklava151 View Post
    I wasn't clear, that's based on the convo a few pages back about bringing old DA back but having it affect abilities in ways other than straight potency increases. It'd definitely be a bad idea on current DRK
    Ahh, gotcha. My bad for not checking far back enough for context.

    I'll toss my $0.03 into the old-DA hat, though:

    Ideally, (A) make that DA not consume animation weave space (use your "Dark Passenger" / Shadow Self for it instead) as to feel less like it's cluttering your weave-space; (B) make it continue off of the most recent applicable action instead of having it augment your next applicable action, as to let it feel more responsive; and (C) avoid potency increases... unless --apart from the occasional rotational obligatory spender that you make sure to keep enough MP for, such as Carve and Spit-- they can truly be roughly equal in practice, with those nominally weaker spender options being situationally the strongest.

    Examples (again, each involving hitting DA AFTER using the given skill, for a follow-up Shadow Self animation unique to each):
    • After using Carve and Spit, you could hit it again on its cooldown (or a separate DA key if you want C&S to have multiple charges) in order to have your Shadow Self unleash a further flurry of blows.
    • Dark Mind might initially last only a very short time, but if you hit it again while it's on cooldown, it consumes MP to extend its effect and add a further effect for which one needn't be especially responsive (such as gaining a bit of HP for each attack taken).
    • Shadowskin replaces Rampart functioning as it did before, but you can re-use it to have each hit landed against you raise your Evasion (again, not an effect that needs to be activated so immediately).
    • DA you Unleash to slow enemy movement and attack speed.
    • DA your Stalwart Soul to fortify any existing shields based on damage dealt.
    • DA your Souleater for extra healing, perhaps as a HoT.
    • DA your Bloodspiller for a leech period.
    • DA your Quietus for a brief buff that causes you to be healed whenever an enemy you've engaged dies.
    • DA your Unmend to pull all enemies in a line between (and beyond) you and the target, up to Unmend's max range, towards you and suppress their damage dealt.
    • DA your Syphon Strike to, in effect, bank MP (spending MP to generate a buff that generates that same amount of MP over time).
    • Etc., etc.

    All utility uses of MP.
    (4)
    Last edited by Shurrikhan; 04-30-2022 at 10:21 AM.

  5. #5
    Player
    Marxam's Avatar
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    Aug 2013
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    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Ahh, gotcha. My bad for not checking far back enough for context.
    They might be referring to the post I made a few pages back where I talked about ideas to bring back DA without making it intrusive and putting it on a 60 sec cd and have their tool kit revolve around it in a similar way that Infuriate works with WAR.

    https://forum.square-enix.com/ffxiv/...thread/page295

    Though I only gave just ideas on DA re-implementation and didn't really bother to go in-depth since its all hypothetical. Though I guess a decent summation is if you took WAR's Infuriate and 6.1 blood weapon stacks and combined them to create a stack system that augments your gcds and some ogcds to a much bigger extent, in an attempt to replicate 3.0-4.0 DRK.

    Ultimately its only just potency increases with some resource regen to alleviate things like failing to pop TBN and some burst heals when needed. Things like blind, heavy, stun, etc. in pve content a ships that is long gone given the current player base and demographic.
    (1)