


Thing is though, if we had any form of consistent viable single-target sustain, this wouldn't be as big an issueThe cure potency for Living Dead should be buffed slightly. Just enough so that a Dark Knight can heal themselves, without receiving healing from other party members, within 3 GCDs on a single target. Normally a Dark Knight heals themselves with just 4 GCDs under Living Dead. However, if their GCD is slow(such as a 2.5 GCD or near that) and Walking Dead procs right after their GCD cooldown starts, the bad timing can make it so they can only get 3 GCDs under Walking Dead. If all 3 of those GCDs don't critical hit and roll low for variance, the Dark Knight can die while near the HP restoration requirement. This is a rare case and can never happen if you just give the Dark Knight any slight amount of healing. However, I assume the last Living Dead change was to eliminate any need for healing assistance from other party members.
and since i forgot to mention it, ideally this would be on either a 12s duration or 5 stack system
Sorry to intrude, but couldn't we do this just by having Abyssal Drain (also) apply a duration (say, 12s) of Leech effect (the debuffer heals for a % of their damage dealt)? Once applied, it wouldn't matter if that's ST or AoE damage, and the gap in our damage dealt in ST vs. AoE is far smaller than the gap currently possessed between our 'burst' AoE sustain and our 'burst' (if we can at all call it that) ST sustain.
Having a shorter-but-burstier Bloodbath on demand, especially if on two charges each on a 40s CD, could be a huge and versatile boon to sustain.
Last edited by Shurrikhan; 01-29-2023 at 10:48 AM.



That is an option, yeah, and considering it would keep us with another button slot, probably the preferred one.Sorry to intrude, but couldn't we do this just by having Abyssal Drain (also) apply a duration (say, 12s) of Leech effect (the debuffer heals for a % of their damage dealt)? Once applied, it wouldn't matter if that's ST or AoE damage, and the gap in our damage dealt in ST vs. AoE is far smaller than the gap currently possessed between our 'burst' AoE sustain and our 'burst' (if we can at all call it that) ST sustain.
Assuming this means it is separated from Carve and Spit, having read something about this in the past...couldn't we also tack salted earth as an added effect to Abyssal Drain to prevent the already overbloated burst? (this is assuming they double down even further and don't reduce the OGCD chaos during our opener and 2-m bursts)
This is to say that upon activating Abyssal Drain, it would form the bubble around the mob it hits directly.
I was going to keep them together, personally, and just have CnS do the same or similar. I like the idea of CnS thematically divying up the opponent's soul or the like, but in the end that's a matter of whether it's worth the extra button to give DRK more choice and less overlap between ST and AoE (from both Salted Earth and an Abyssal-CnS hybrid) and/or to add an additional button (not necessarily an addition button-press) to its burst button-flow.
I would not recommend that. They're different targeting procedures, and though there aren't many unique advantages to ground-targeting these days, the more we trim on the basis that it's not especially handy just right now (rather than just un-nerfing macros and/or allowing for more direct manipulation of targeting procedures), the more we end up devaluing varied contexts, too.couldn't we also tack salted earth as an added effect to Abyssal Drain to prevent the already overbloated burst
Moreover, if by bloat we're referring to the number of actions over a 20s raid buff, I feel that's something we can and should deal with ahead of time and independently of button-consolidation, as per the means we've discussed before (giving the other oGCDs MP costs and then raising MP generation per minute, thereby raising DRK's apm over its lulls between bursts).
Last edited by Shurrikhan; 01-29-2023 at 11:42 AM.



I would be for this as well. Remember my earlier concepts with a status called "Bathed in Blood"? Well, this could be that.I was going to keep them together, personally, and just have CnS do the same or similar. I like the idea of CnS thematically divying up the opponent's soul or the like, but in the end that's a matter of whether it's worth the extra button to give DRK more choice and less overlap between ST and AoE (from both Salted Earth and an Abyssal-CnS hybrid) and/or to add an additional button (not necessarily an addition button-press) to its burst button-flow.
Both Carve and Spit and Abyssal Drain could give that status to you, and every time you land an attack it you heal for a percentage of, or equal to, the damage dealt.
Yeah I'm not for the abyssal->salted spitball myself. I would much rather we give the other OGCD's mp costs as we discussed in the past.I would not recommend that. They're different targeting procedures, and though there aren't many unique advantages to ground-targeting these days, the more we trim on the basis that it's not especially handy just right now (rather than just un-nerfing macros and/or allowing for more direct manipulation of targeting procedures), the more we end up devaluing varied contexts, too.
Moreover, if by bloat we're referring to the number of actions over a 20s raid buff, I feel that's something we can and should deal with ahead of time and independently of button-consolidation, as per the means we've discussed before (giving the other oGCDs MP costs and then raising MP generation per minute, thereby raising DRK's apm over its lulls between bursts).
Though, this still doesn't remove that I would like something done with salted earth. Even just getting the gauge generation back would be sufficient imo.
Yup, and while potentially a bit more "tacked-on" a solution, it'd also be the least vulnerable, as it wouldn't depend on the affected enemies' TTK exceeding the (de)buff's duration.I would be for this as well. Remember my earlier concepts with a status called "Bathed in Blood"? Well, this could be that.
Both Carve and Spit and Abyssal Drain could give that status to you, and every time you land an attack it you heal for a percentage of, or equal to, the damage dealt.
Same. Though, I'm not a huge fan of gauge generation being that "something," especially if we were to, say, reduce the Blood cost of Bloodspiller/Quietus already down to 40 (so we could actually have as many natural casts as those provided by Delirium).Though, this still doesn't remove that I would like something done with salted earth.
(I'd rather Delirium feel like the compliment than the bulk of our gauge spenders, and while Salted Earth could add to those non-Delirium casts, I imagine the two would feel rather fused in their minute-to-minute gating of the gauge, all while --relative to just reducing the BS/Quietus costs-- making Bloodspiller feel far less bankable than what an extra combo's worth of storage could provide and Souleater/Stalwart feel less rewarding. And, of course, if we did both, then we're starting to push into redundancy.)
:: Personally, there's a ton I want to do with DRK that would, sadly, require a context in which utility is actually wanted/rewarded (think more Mythic+ esque, but without the numerous problems/bloat/constraints of surrounding systems). I feel like DRK should be the "cunning, tricky bastard" tank, after all.



If I were to go off my personal wants I would just slap the pvp version of Salted Earth into pve. Though, the draw-in wouldn't work on bosses and that's fine (I would much rather have more bosses be stunnable anyway, which isn't going to happen either) More interruptible casts would be great, but that trails into tanking as an entire role.Same. Though, I'm not a huge fan of gauge generation being that "something," especially if we were to, say, reduce the Blood cost of Bloodspiller/Quietus already down to 40 (so we could actually have as many natural casts as those provided by Delirium).
(I'd rather Delirium feel like the compliment than the bulk of our gauge spenders, and while Salted Earth could add to those non-Delirium casts, I imagine the two would feel rather fused in their minute-to-minute gating of the gauge, all while --relative to just reducing the BS/Quietus costs-- making Bloodspiller feel far less bankable than what an extra combo's worth of storage could provide and Souleater/Stalwart feel less rewarding. And, of course, if we did both, then we're starting to push into redundancy.)
:: Personally, there's a ton I want to do with DRK that would, sadly, require a context in which utility is actually wanted/rewarded (think more Mythic+ esque, but without the numerous problems/bloat/constraints of surrounding systems). I feel like DRK should be the "cunning, tricky bastard" tank, after all.
Delirium is a bit rough for me, at least creatively. Outside of Heavensward it's been used mostly for burst damage, Shadowbringers onward just feels like taking the easiest but efficient route. At the very least I would have preferred if it gave a combo off of Bloodspiller, but I'm starting to wonder if it just gave 50 gauge and upgraded Bloodspiller to Scourge at [high potency] instead of giving an entire combo if it would be better. Bloodspiller is definitely more satisfying when not spammed every 60s into oblivion is something I've come to realize. So just using it during burst downtime would feel better imo
Anyway, Dark Knight feels to me like it should be the "by any means necessary" tank, especially due in part to the story. Going ape-shit and embracing that rather than controlling it like WAR.
Last edited by Zairava; 01-29-2023 at 02:27 PM. Reason: better word
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