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  1. #4551
    Player
    Kaixern's Avatar
    Join Date
    Jul 2021
    Posts
    107
    Character
    Arkhon Dullgaroth
    World
    Ragnarok
    Main Class
    Dark Knight Lv 100
    Maybe instead Dark Mind could be used prior to Dark missionary in order to boost it a bit when it comes to magical resist?
    Like WAR does it with shake it off, boosting it with other defensive abilities

    (While it could be nice for the "synergy" part of the abilities, it would not be good on the case of "making DRK similar to WAR", so take what i say with a grain/bucket of salt)
    (0)

  2. #4552
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Kaixern View Post
    Maybe instead Dark Mind could be used prior to Dark missionary in order to boost it a bit when it comes to magical resist?
    Like WAR does it with shake it off, boosting it with other defensive abilities

    (While it could be nice for the "synergy" part of the abilities, it would not be good on the case of "making DRK similar to WAR", so take what i say with a grain/bucket of salt)
    If all tanks will do the same dps, i think popping TBN should buff your next Dark mind or Dark Missionary.
    Granting a 10% shield on the next use.
    (0)

  3. #4553
    Player
    Seraphiime's Avatar
    Join Date
    Nov 2015
    Location
    Gridania
    Posts
    7
    Character
    Seph Rhodes
    World
    Tonberry
    Main Class
    Arcanist Lv 90
    what do ya'll think of giving DRK Soul Survivor and Mercy stroke back? DRK seems to have a sustain kit that needs a little more thought behind just popping "heal me now button" i think these would fit pretty well?

    also why does Fray have shadow stride? feels bad when he dashes in and does no dmg

    i like the idea of halving a lot of its cooldowns halved like Abyssal and salted earth (salted earth having an effect like abyssal drain would be nice, its only 50 potency regens at that point but still nice)
    (0)

  4. #4554
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Some nitpicks:
    Quote Originally Posted by Kaixern View Post
    (While it could be nice for the "synergy" part of the abilities, it would not be good on the case of "making DRK similar to WAR", so take what i say with a grain/bucket of salt)
    I'd recommend always considering "synergy" from the opposite side of its coin: "codependence", which above a quickly-reached threshold tends to result in "bundling" and "inseparability".

    If you don't want to have to use Dark Mind on CD, or only half as often, just to ensure that it can be popped before each Dark Missionary, don't allow it to significantly buff Dark Missionary in any situation where the lives or GCD heals spared by Dark Missionary will be noticeably greater than those that can be spared by Dark Mind.

    Tl;dr: You can do that, but it requires a tight control on the "synergy"'s relative power in content for it not to worsen the experience, especially if the change gets at all balanced around.

    Quote Originally Posted by Seraphiime View Post
    what do ya'll think of giving DRK Soul Survivor and Mercy stroke back?
    I think it'd be unappealing bloat.

    DRK seems to have a sustain kit that needs a little more thought behind just popping "heal me now button"
    Fair enough, but Soul Survivor wasn't far from that, as it would still heal after its duration ended regardless of enemy death and Mercy Stroke was a shot in the dark whose accelerated access required party coordination rather than being something actually even remotely within your control.

    Some other options may work, but not these two. Even passive healing-on-kill and/or greater healing from heal-on-attack skills against critical (below 20% HP) enemies would be preferable, I suspect, as you'd still have a bit more flavor and/or reason for CD-holding (added complexity) without added bloat.
    (0)
    Last edited by Shurrikhan; 07-10-2024 at 09:53 AM.

  5. #4555
    Player
    KizuBriko's Avatar
    Join Date
    Jun 2012
    Posts
    49
    Character
    Briko Kizu
    World
    Behemoth
    Main Class
    Marauder Lv 100
    Oblation would be cool if it provided a 400potency cure when activated and restored 1000mp when the buff falls off (not overriden).
    (0)

  6. #4556
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,584
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by KizuBriko View Post
    Oblation would be cool if it provided a 400potency cure when activated and restored 1000mp when the buff falls off (not overriden).
    400 potency cure on expiration sounds sweeter tbh.

    Also no MP gains for using defensives unless we overhaul all tanks where using defensives directly leads to more dps (Vengeance/Damnation is a fringe case).
    (0)

  7. #4557
    Player
    KizuBriko's Avatar
    Join Date
    Jun 2012
    Posts
    49
    Character
    Briko Kizu
    World
    Behemoth
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    400 potency cure on expiration sounds sweeter tbh.

    Also no MP gains for using defensives unless we overhaul all tanks where using defensives directly leads to more dps (Vengeance/Damnation is a fringe case).
    Drk uses mp for defense and offense...
    (0)

  8. #4558
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,584
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by KizuBriko View Post
    Drk uses mp for defense and offense...
    The MP spent on TBN is fully reimbursed upon breaking a shield, making the spending of MP not a damage loss. This makes MP primarily an offensive resource with TBN using MP as a temporary cost and neutral return.

    Making defensive tools that generate offensive resources will lead to defensive tools being dumped for damage and rotation. HW Warrior getting wrath/abandon stacks from Vengeance and Stormblood Paladin trying to eat unnecessary damage with Sheltron to proc more shield swipes are both examples of this.

    On the flipside, defensive effects that cost damage like Inner Beast being weaker than Fell Cleave and Dark Arts: Dark Mind have both been removed and baked elsewhere in the kit because of how little use they saw because of dps-favoured gameplay.

    So Oblation granting MP on use will only lead to Oblation being used for damage, not for optimizing defense.
    (0)

  9. #4559
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,380
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Honestly in raids and 8 man content DRK is fine. But dungeons in this expansion in particular the sustain or lack of it is apparent, especially if you have really bad dps. Then there is Dark Mind which in EX1 most busters are magical so that is great but when we look at dungeons and look into the future toward criterion dungeons DRK will be the only tank with a defensive that serves no purpose in difficult content.

    Dark mind also becomes more apparently a problem in savage fights where all the tank busters are physical damage.
    (0)

  10. #4560
    Player
    Conando's Avatar
    Join Date
    Sep 2014
    Location
    Limsa Lominsa
    Posts
    399
    Character
    Rostythgar Onasch
    World
    Mateus
    Main Class
    Warrior Lv 100
    I feel like it's a simple fix to change Dark Mind to also mitigate physical damage, maybe a smaller amount like how Camouflage works due to the parry chance. So 10% as a failsafe.
    (2)

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