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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    If you want to see 'Dark Arts' in its original form, you would likely need something similar to MCH's PvP Analysis ability.

    Ryu is right in that it would need to be free from resource costs and utility/defensive exclusive, or else the highest damage choice always wins out. The downside is that it reduces your weave space, although it could equally be implemented as a proc buff.
    (0)

  2. #2
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Lyth View Post
    If you want to see 'Dark Arts' in its original form, you would likely need something similar to MCH's PvP Analysis ability.

    Ryu is right in that it would need to be free from resource costs and utility/defensive exclusive, or else the highest damage choice always wins out. The downside is that it reduces your weave space, although it could equally be implemented as a proc buff.
    WAR has already proven the DA could have worked in the 5.0+ rework. I've stated several times that DA could work like Infuriate where it changes your gcds and you perform a different animation but rather DA just gives you 3 stacks which you can use on either gcds or a limited set of ogcds. It's basically automatic and no need to double weave since its already active and ready to use and simulates what DA used to do.

    Personally I'm hoping they would just fuse oblations effect to TBN and change TBN to 2 charges on a 20-25 sec recast with no MP cost. The oblation effect will still stay the entire 10 sec duration regardless if TBN popped and keep MP usage strictly to just dps. That would then let them remove DA from TBN's flavor text to reintroduce it as something else in 7.0. Imo TBN should not cost anything as shields a single shield is not necessarily "good" enough when compared to the other short tank job cds, which do more than just give a shield in some cases by providing heals and mitigation. If they really think TBN is as strong as it is, then either lower it a bit, in favor of ease-of-use. It's the only cd among the tanks that has a downside after 6.1.
    (0)

  3. #3
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Marxam View Post
    It's the only cd among the tanks that has a downside after 6.1.
    This is and always has been a strong argument for why they should keep the MP cost, and an incredibly weak argument for why they should remove it.

    There are three out of four tanks that do not have any risk:reward associated with their short-cooldown mitigation skills. If you don't like risk:reward in your class design, there are multiple tanks that are already doing exactly what you want out of tank class design.
    For those players who do like that aspect of risk:reward, Dark Knight is the only tank in the game that offers it as part of their kit.

    What possible justification can you have for saying "I think it's fair to take away the one tank that is enjoyable to people who disagree with me so that they don't have any tanks that they find fun, in the service of making every tank do what I want it to, instead of the wholly unacceptable-to-me situation where every tank but one is designed to cater to my tastes"?
    (5)