Curious if this topic (specifically the OP) is still relevant in non savage content? Is there a new preferred updated guide or is this still the way to go.

Curious if this topic (specifically the OP) is still relevant in non savage content? Is there a new preferred updated guide or is this still the way to go.

Hey, OP here. Sorry, things have been busy for a while. raid static changing and such. I'll try and update the guide soon with some tips specific to savage content. Otherwise, the basics of the guide are still relevant.


When it comes to Scourge, which is better, reapplying it before it falls off and clipping it, or waiting until it JUST falls off and then reapplying it? I found that the DoT seems to have awkward timing because of blood weapon changing it. I'll either have to use it again when it's at around 5 seconds left, or let it fall off before reapplying...
I know that the timing will change depending on how much skillspeed one has, so i'd like to know whether clipping it or not is better.


Using Blood Weapon makes the timer perfect for me. It's at 1-0 sec left when I reapply it. If full-time Grit tho, it could happen that I have to clip it at 4-3sec. Clipping is always the best option for every DoTs (as long as it's not too early like at 7-8sec).When it comes to Scourge, which is better, reapplying it before it falls off and clipping it, or waiting until it JUST falls off and then reapplying it? I found that the DoT seems to have awkward timing because of blood weapon changing it. I'll either have to use it again when it's at around 5 seconds left, or let it fall off before reapplying...
I know that the timing will change depending on how much skillspeed one has, so i'd like to know whether clipping it or not is better.


Excuse the necro thread.
I feel like this thread needs reviving though. There's an inexcusable shortage of information/surplus of misinformation out there about how to maximize this job's performance both in DPS and cooldown usage. OP should update or pass the torch to someone.
I threw together some helpful tidbits as an example that I've studied, Dark Arts and MP-to-DPS priority lists both for single target and AoE, and some sample single target and AoE bursts (not necessarily openers however).
Single Target oGCD DPS Priority - Dark Arts is treated as an oGCD for the purpose of Souleater
1. Salted Earth - 525
2. Dark Arts Carve and Spit - 450
3. Reprisal - 210
4. Plunge - 200
5. Dark Passenger - 150
6. Pre-Souleater Dark Arts - 140
7. Low Blow - 100
AoE oGCD DPS Priority (4 targets assumed) - Dark Arts is treated as an oGCD for the purpose of Souleater
1. Salted Earth - 525x4= 2100
2. Dark Arts Dark Passenger - 250x4= 1000
3. Dark Passenger - 150x4= 600
4. Dark Arts Carve and Spit - 450
5. Reprisal - 210
6. Plunge - 200
7. Pre-Souleater Dark Arts - 140
8. Low Blow - 100
Single Target Dark Arts Priority - potency gained from Dark Arts alone
1. Carve and Spit - +350
2. Souleater - +140
3. Dark Passenger - +100
AoE Dark Arts Priority (4 targets assumed) - potency gained from Dark Arts alone
1. Dark Passenger - +400
2. Carve and Spit - +350
3. Souleater - +140
MP Priority
1. Dark Passenger 4 target 884/600 - ~1.5 MP per potency
2. Dark Arts Dark Passenger 4 target 2652/1000 - ~2.6 MP per potency
3. Dark Arts Carve and Spit 1768/350 - ~5.0 MP per potency
4. Dark Passenger single target 884/150 - ~5.9 MP per potency
5. Pre-Souleater Dark Arts 884/140 - ~6.3 MP per potency
6. Dark Arts Dark Passenger single target 2652/250 - ~10.6 MP per potency
Basic safe rotation: Scourge - DASE/DE x4 - repeat
Time remaining on Scourge<Time remaining on Delirium + Blood Weapon coming off Recast -
Scourge - HS - SS - DE (BW) - HS - SS (DA) SE - HS - SS (DA) SE - HS - SS - DE - Scourge
-Allows two DA Souleaters without losing Delirium or Scourge.
http://ffxivrotations.com/1mo
BW on cooldown + Delirium not needed -
Scourge - HS - SS - DE (DA) HS - SS - SE (DA) HS (C&S) SS (DA) SE
-Allows two back-to-back DA Souleaters without losing Scourge, weaves a DA C&S in with no interruption. Delirium falls for just under 2 seconds.
http://ffxivrotations.com/1mp
Sample AoE Burst/Mitigation
(ShSk/Wall) AD (BP) AD (SaEa) AD (DA) AD (C&S) AD (DA) AD (LB) AD - HS (DA) SS (DD) DE - HS (DA) SS (DP) DE - HS - SS - DE - Scourge x #targets (BP) - repeat
-Proper use of Dark Arts Abyssal Drain/Dark Passenger/Dark Dance in conjunction with Blood Price + multidotting.
http://ffxivrotations.com/1mq
Last edited by Syzygian; 01-08-2016 at 07:38 AM.
Reminds me I have a half written DRK guide somewhere in my documents.
Whelp I got a free afternoon. Will post here when I'm mostly done, so people can fact check.

Casting my vote for a "Syz's guide to the Darkside"..... (immediately regretting saying that)Excuse the necro thread.
I feel like this thread needs reviving though. There's an inexcusable shortage of information/surplus of misinformation out there about how to maximize this job's performance both in DPS and cooldown usage. OP should update or pass the torch to someone......




Mercy Stroke is a tank ability, as is every DRK cross-class ability. In addition to DPS, it potentially brings with it a built-in self-heal when timed correctly. While I wouldn't give up Foresight to bring it along, I'm more than happy to discard Bloodbath to do so.
Surviving when playing as a tank class is the absolute bare minimum of what you're expected to do. You don't get a gold star for mitigating attacks with the correct amount of defensive cooldowns. Nobody will give you a standing ovation for understanding snap enmity generation. These are basic pass-fail checks for a tank. What separates a "good" performance from a mere "pass" is your ability to position smartly, and to maximise your dps while still competently performing the fundamental requirements of your role.
Wow, a thread that got necroposty'd twice.
Mercy Stroke is incredibly weak. It's only 200 potency, has a 90s recast, and can only be used when the enemy is below 20% HP.
Foresight is stronger, providing a good bit of reliable physical mitigation, which can be invaluable for tankbusters. I usually pair it with DA-DD when tanking trash or during a white-damage phase, which usually does a pretty good job of mitigating incoming damage.
Bloodbath is also stronger than Mercy Stroke because you can use it for the whole fight, with a very similar cooldown. It also provides more healing over time than Mercy Stroke, because the potency healed over 15s is 25% of what you put out (on a single target, that can mean 256-627 potency healed, depending on procs and oGCD cooldowns,while the number balloons as you get into multi-target situations). When compared to the possible 200 potency self-heal from Mercy Stroke, there is no question which one you should take.
EDIT:
Ah yes, the old, "good tanks focus on DPS" argument. While it is true that every Tank needs to be able to focus on their damage, being able to do that is secondary to winning an encounter (AS1-4 was unique). The best tanks are the ones who can adapt to any situation that's thrown at them, and who are best able to recognize and deal with mechanics as they encounter them. Progression raiding is about learning the fights and their mechanics more than anything else, and learning what cooldowns to use where to empower yourself to focus on other things.Surviving when playing as a tank class is the absolute bare minimum of what you're expected to do. You don't get a gold star for mitigating attacks with the correct amount of defensive cooldowns. Nobody will give you a standing ovation for understanding snap enmity generation. These are basic pass-fail checks for a tank. What separates a "good" performance from a mere "pass" is your ability to position smartly, and to maximise your dps while still competently performing the fundamental requirements of your role.
When you're learning a fight? Focus first on mechanics and positioning, then on mitigation, and once you've got that down, THEN you can begin to figure out where you can push more DPS. A tank's main focus is holding hate and surviving--anything else is incidental.
Last edited by Jpec07; 07-13-2016 at 02:29 AM.
__________________________
A dungeon party with two summoners always makes me egi.
Beginner's Overview to Tanking in FFXIV: http://forum.square-enix.com/ffxiv/threads/352455
Learn to Play (it's not what you think): http://www.l2pnoob.org/

How does the number "balloon" in multi-target situations?
edit: just to clarify, I'm not arguing the effectiveness of BB vs MS stroke on single target. On a DRK doing 1200 dps they can get roughly the equivalent of a cure/physic/benefic back meaning the healer can get 1 more "free" dps cast in, which outweighs the 200 potency of mercy stroke.
Last edited by Deathgiver; 07-13-2016 at 01:17 AM.
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