

Personally I found Stormblood Drk terrible in comparison to Heavensward when it comes to fun. That is where they started to bolt inner release into DrksI can only imagine how much more furious Goat and others who started DRK in 5.0 would be if they were there for Stormblood and prior. Stormblood DRK is still the most fun I ever had tanking in any mmo.
To repeat yeah, damage isn't, and shouldn't be, considered an identity. The amount of dps it deals is meaningless if it feels like garbage to play for the majority of its rotation.
...Which is why people are now moving away from it and it's seeing a lot less use. Even without the self-healing, why would the hardcore play Dark Knight for the dps when they can now play Warrior which feels much better to play, even if it gets boring because of how mindlessly easy it is?
Warrior in general during Shadowbringers hit a good middle ground, I will never understand why they thought its healing needed to be even stronger than it already was. It's unnecessarily potent in literally every type of battle content in the game. I'm still baffled by splitting Nascent Flash into two abilities, it was fine as it was as a single button.
I want to believe they have something in store for tanks/healers in 7.0, but I'm not getting my expectations up. I know they can design better than this, they can do better than this, it's what makes it so disheartening to see the current state of things.



That was Shadowbringers DRK. Stormblood DRK had double resource management without "press button receive 5/3 bacon" with GCD haste, GCD enhancement and MP-Blood interplay in TBN, Delirium and Bloodweapon, particularly in AOE with Quietus.
4.0 PLD and 4.2 WAR were the jobs with the initial "press button receive 5 bacon" long before DRK had it in Stormblood, Shadowbringers is what gave us the horrible homogenization.
No, it's not. Stormblood Delirium was literally a "do your fun thing from HW DRK, for longer, with more MP" CD. It had nothing to do with Inner Release.



I can really only repeat what the others have said, it was in Shadowbringers that they did that. Stormblood DRK played nothing like Warrior.


Yet ironically it matched WAR in terms of self sustain, proving that it is possible to have the same job function identically while being vastly different from each other. DAAD in dungeon pulls was like spamming SC with Berserk. Pair that with Blood Price and suddenly you are invincible for the next 15 secs (25 if used with delirium iirc).
I'd just toss 300 cure potency on Bloodspiller and Quietus and call it a day.



Actually it was better to stay out of Grit and use Blood Weapon.Yet ironically it matched WAR in terms of self sustain, proving that it is possible to have the same job function identically while being vastly different from each other. DAAD in dungeon pulls was like spamming SC with Berserk. Pair that with Blood Price and suddenly you are invincible for the next 15 secs (25 if used with delirium iirc).
Spend excess 2400mp on TBN -> gain 50 Blood, use Blood Weapon then use Quietus to receive 960mp per enemy hit as well as 3 blood per enemy hit iirc.
Spend more excess MP on AD or DAAD for damage and sustain. Potentially use excess Blood to extend Blood Weapon with Delirium and regaining 2400mp, or Quietus if on CD.
Blood Weapon haste also affected your spellspeed so there was further offensive benefit.
Last edited by Reinhardt_Azureheim; 07-03-2023 at 05:02 PM.


I think that goes for all tanks in SB where tanking out of stance and stance dancing was the meta. Depending on situation, if you had enough mobs hitting you, blood price can effectively keep your MP capped but yeah blood weapon in general was definitely better in most cases, especially in savage. You also have to consider this was an era where healers can/will rip aggro because new tanks are in their OT stance so sometimes staying in MT stance was preferred, especially with new healers who can't deal with the spike dmg or giving you a regen before pulls so now you have to chase after the stray mobs running for the healer while the DPS goes balls to the wall on aoes causing you to lose more.
We're talking specifically about dungeons here however, where for Dark Knight specifically it was better to just stay out of Grit because Blood Weapon regenerated MP based on the amount of enemies hit and with TBN + DA Abyssal (It's selfheal and increased enmity generation) you never needed to worry about being too squishy or losing aggro.I think that goes for all tanks in SB where tanking out of stance and stance dancing was the meta. Depending on situation, if you had enough mobs hitting you, blood price can effectively keep your MP capped but yeah blood weapon in general was definitely better in most cases, especially in savage. You also have to consider this was an era where healers can/will rip aggro because new tanks are in their OT stance so sometimes staying in MT stance was preferred, especially with new healers who can't deal with the spike dmg or giving you a regen before pulls so now you have to chase after the stray mobs running for the healer while the DPS goes balls to the wall on aoes causing you to lose more.
Theirs wasn't a general comment, but an idiosyncracy of DRK, specifically. (And no, the norm wasn't stance-dancing so much as stance-dropping; you'd open in tank stance and stay in it only as long as necessary to drop it for the remainder of the fight without any non-tank overtaking your Enmity.)I think that goes for all tanks in SB where tanking out of stance and stance dancing was the meta. Depending on situation, if you had enough mobs hitting you, blood price can effectively keep your MP capped but yeah blood weapon in general was definitely better in most cases, especially in savage. You also have to consider this was an era where healers can/will rip aggro because new tanks are in their OT stance so sometimes staying in MT stance was preferred, especially with new healers who can't deal with the spike dmg or giving you a regen before pulls so now you have to chase after the stray mobs running for the healer while the DPS goes balls to the wall on aoes causing you to lose more.
Rather, the MP and Gauge generated from Blood Weapon ultimately aided your survival via its unlimited DA-AD in mass-pulls more than the mere small amount of MP per hit taken under Blood Price (available only to Grit) did, and since DA-AD healing was based on damage dealt, the 25% more damage and healing dealt (by not facing the 20% damage penalty) was often worth more than the 20% less damage taken. More importantly, the healing itself was enough to top yourself off every other GCD (the Bloodwhetting life, so to speak), so... why would you nerf your damage anyways?
Last edited by Shurrikhan; 07-03-2023 at 04:29 PM.
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