In all honesty if there are no changes to DRK in 6.2 then WAR will be the preferred tank over DRK in terms of 4 man savage content.
Oblation needs to be changed because 10% mit is really next to nothing



In all honesty if there are no changes to DRK in 6.2 then WAR will be the preferred tank over DRK in terms of 4 man savage content.
Oblation needs to be changed because 10% mit is really next to nothing
Scourge>DOT second combo=Goring Blade.
Clemency can't be group up with a free heal like Equilibrium and Aurora.
What can be done with Dark Mind?
Maybe this
If, by the time of the execution of this ability, the current HP of target is above 50% :
Creates a barrier around target that absorbs damage equivalent to a heal of 1200 potency. Duration 10s.
If, by the time of the execution of this ability, the current HP of target is below 51% : Restores target's HP. Cure Potency : 1200
Last edited by The_User; 07-03-2022 at 02:59 AM.

Then just add Scourge back as a GCD without a cooldown?
Clemency yes shouldn't be grouped up with a free heal, but the point is that PLD has the option to use it ( even if its a damage loss ). DRK doesn't have that option, free or let alone at a cost.
If you really want it then maybe have [DOT] Scourge cone aoe+damage fall off>consume darkside timer and just remove passive damage bonus from darkside and then.... maybe have delirium turn them to [a cooler version of] Bloodspiller>https://youtu.be/I1_w_zk6DbM?t=163 or entirely new satisfy sword slam>https://youtu.be/cWdl2RgmaBo?t=539
Or
Make Scourge a cone aoe with a damage fall off that give damage up buff
Or
Make Scourge a cone aoe with a damage fall off that give a buff that increase a gauge when landing the next 5? gcd?
Or
Make Scourge like the option above and create another gcd that give a buff that allow you to increase another gauge so you can have 2 kind of gauges to manage and make a decision kinda like a Red Mage.
Just 2 cents btw... I don't feel motivated to brainstorm for quite sometime now.
Last edited by The_User; 07-03-2022 at 04:59 AM.

How is it one of the strongest tank defensive tools in the game? It only works on magical, lasts 10 seconds. Why would anyone want this over Camouflage?




That's a fair point. Camo is a much better choice if you find yourself repeatedly wiping during dungeon prog.
Because the majority of tankbusters are magical, and having 30 seconds' shorter of a CD means it's available for many more, resulting in much better overall coverage against a fight's arsenal of tank damage.
Camo is twice as long (irrelevant unless you'd end up covering an extra tankbuster in that time) and adds a further 10% mitigation to its non-dominant category (20% physical, 10% magical), but its CD is also 50% longer than Dark Mind's.

Or if you find yourself getting murdered by auto attacks in an ultimate or savage.Also with no way to determine which attacks are magic or physical in game, thats a very dogy argument. I know a lot of tank busters which are physical. In fact I know more which are physical, then magical.
Last edited by ItsUrBoi; 07-03-2022 at 08:15 PM.
Oh yeah and LD used to be the best invul too according to the claim of people who don't really main DRK.
"majority of tank Buster is magical" yes,when your whole game is the high end contents.
When you do a hunt or help someone else leveling in a dungeon magic mitigation is such a life saver.
Btw if Oblation swap place with the Dark Mind it could be more useful despite that the only thing that happen is having one ability unlocked sooner than another.
Last edited by The_User; 07-04-2022 at 03:21 AM.
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