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  1. #1
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,461
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Mekhana View Post
    Abyssal Drain definately is the way to go. I'd also like to see a Salted Earth rework. The way dungeons are so streamline right now like Call of Duty campaign maps, its uses of a regular placed dot AoE are very questionable. When it comes to any kind of boss, with so many teleporting, transitions and invulnerabilities its become a pain to remember when you should or shouldn't Salted Earth for every fight/situation. The same can be said for Living Shadow except that one has a big wind up.
    I haven't really expeirenced that.
    This patch I think theres like, one instance where if you pull Golbez weird he'll walk out of it to the center, but just don't do that.
    P9 and 11 kinda just stay in the center and never really go anywhere, p10 and p12-2 are wall bosses, leaivng p12-1 which... the only time she teleports away while the skill is up she's going untargetable all together for limitcut, so again just don't do that. Its also such an insignificant damage loss to miss a tick or two of Salted, as long as you're landing Salt and Darkness its really not going to make much of a difference.

    I'd very much like to see Salted Earth stay as part of DRK's kit, and expanded to be a tank utility move much like it is in PvE. Wouldn't need all of the effects, but a damage resist+regen would be great, and if it actually had the ability to suck mobs into one spot that be amazing for dungeons.

    I honestly just want DRK to cast more Magic, and I like the idea of any sustain/regen DRK having coming from offensive magic attacks, so Salted or Abyssal sound perfect for it.
    (2)
    Last edited by Oizen; 07-01-2023 at 03:57 PM.

  2. #2
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Oizen View Post
    I haven't really expeirenced that.
    This patch I think theres like, one instance where if you pull Golbez weird he'll walk out of it to the center, but just don't do that.
    P9 and 11 kinda just stay in the center and never really go anywhere, p10 and p12-2 are wall bosses, leaivng p12-1 which... the only time she teleports away while the skill is up she's going untargetable all together for limitcut, so again just don't do that. Its also such an insignificant damage loss to miss a tick or two of Salted, as long as you're landing Salt and Darkness its really not going to make much of a difference.

    I'd very much like to see Salted Earth stay as part of DRK's kit, and expanded to be a tank utility move much like it is in PvE. Wouldn't need all of the effects, but a damage resist+regen would be great, and if it actually had the ability to suck mobs into one spot that be amazing for dungeons.

    I honestly just want DRK to cast more Magic, and I like the idea of any sustain/regen DRK having coming from offensive magic attacks, so Salted or Abyssal sound perfect for it.
    Salted earth should follow the player around like an Aura, keeping the damage over time and providing some Aoe healing and/or mit inside the circle until you pop salt and darkness to drop it.
    That way you are rewarded for good positioning and delaying your burst hit as much as possible, which will vary inbetween uses as it will eventually line up with the burst window again.
    (1)

  3. #3
    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 GoatOfWar View Post
    Salted earth should follow the player around like an Aura, keeping the damage over time and providing some Aoe healing and/or mit inside the circle until you pop salt and darkness to drop it.
    That way you are rewarded for good positioning and delaying your burst hit as much as possible, which will vary inbetween uses as it will eventually line up with the burst window again.
    The irony is that the PvP version does just that, with the exception of the aura effect. You have a regen while in the circle while also acting as mitigation. The only thing that annoyed me was that at the start of EW they implemented a QoL where target aoe's can be limited to its max range regardless of how far you put your cursor so the change that players were apparently complaining about in ShB was already fixed at a fundamental level, yet they decided that salted is now point blank. It proves that maybe the systems design team doesn't really communicate with the job design team or at the very least forego any sense of utility in favor of just ease of use.

    However I will continue to state that healing for DRK is redundant when they have very strong shields like TBN and imo they need more "shield-like" cds similar to how WAR has multiple healing cds. You don't need a heal when you take 0 dmg.
    (3)