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  1. #1
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Honestly, Dark does have enough defense cooldowns, the problem with them is that they got too many abilities. If someone removed the entire Delirium phase from them than the defense cooldowns fit perfectly and it would give the DRK player a better shot at deploying mitigation when needed.

    Unlike the other tanks they have to mit + TBN to get the same benefits since they don't have as much regeneration as the other tanks. That's sort of why they feel clunky. It also makes it scary since that means they have less compatibility with healers that primarily shield, as they shield themselves well enough, but can't heal themselves as well.

    I mean they could keep the current pattern by doing some kind of button merge to cut down the number of apparent moves.
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    Last edited by Colt47; 06-12-2022 at 02:11 AM.

  2. #2
    Player
    baklava151's Avatar
    Join Date
    Aug 2021
    Posts
    278
    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    Quote Originally Posted by Colt47 View Post
    Honestly, Dark does have enough defense cooldowns, the problem with them is that they got too many abilities. If someone removed the entire Delirium phase from them than the defense cooldowns fit perfectly and it would give the DRK player a better shot at deploying mitigation when needed.
    I wouldn't say Delirium is the issue since it just replaces a 1-2-3 with 4-4-4, the problem is DRK has so many oGCDs packed into a small time period that if you need to mitigate anything there aren't many weave slots available. On top of that the most effective mitigation is hitting 3 different buttons as opposed to 2 like the other tanks (Shadow Wall/Rampart/Dark Mind + Oblation + TBN) which just compounds the issue. Ideally they'd figure out a way to spread DRK's abilities out more, and they could also remove potency from our gapclosers and free up two slots easily.
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  3. #3
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by baklava151 View Post
    I wouldn't say Delirium is the issue since it just replaces a 1-2-3 with 4-4-4, the problem is DRK has so many oGCDs packed into a small time period that if you need to mitigate anything there aren't many weave slots available. On top of that the most effective mitigation is hitting 3 different buttons as opposed to 2 like the other tanks (Shadow Wall/Rampart/Dark Mind + Oblation + TBN) which just compounds the issue. Ideally they'd figure out a way to spread DRK's abilities out more, and they could also remove potency from our gapclosers and free up two slots easily.
    Yeah I mean I think I had made better suggestions before on the job. My suggestion mostly just softens the issue since if we have to push so many mits having the Quietus be something that appears during delirium only, and having the single target and aoe version of the attack take the place of another move, would at least let someone bind the buttons more conveniently. Although really what it needs is some kind of combo button mod that lets you merge two different oGCDs into one action. Also two of their mitigation skills are only useful in savage and specific fights due to magic damage being so prevailent.

    Dark Knight has to be a choir to balance out on the damage front though with how it got set up with the TBN and Flood using the same resource. Like do they balance the damage off of someone using all the MP for damage or do they balance the damage on someone always reserving for TBN or having to be ready to recharge to use TBN? That's probably why the damage on it was higher than other tanks for a while.
    (0)
    Last edited by Colt47; 06-12-2022 at 05:54 AM.