I like what you made as well sweetgrass, gonna toy around with these later. Stupid question though is it a str or vit potion?
I like what you made as well sweetgrass, gonna toy around with these later. Stupid question though is it a str or vit potion?
I've updated it since 3.4 came out, this is the new one; http://puu.sh/rF9os/2c39d253c5.jpg
The potion is of course Vitality, I just made it back in 3.07 for Gordias, when tanks used Str for damage, haven't changed it. The rotations also change a lot without potions, so these will not hold true if you don't use them.
Why the drastic opener change with Scourge and Salted Earth? You seemed very adamant on using them within the first two GCD's in the last page. What changed, if I may ask?I've updated it since 3.4 came out, this is the new one; http://puu.sh/rF9os/2c39d253c5.jpg
The potion is of course Vitality, I just made it back in 3.07 for Gordias, when tanks used Str for damage, haven't changed it. The rotations also change a lot without potions, so these will not hold true if you don't use them.
Did you read the post you replied to?
"I've updated it since 3.4 came out,"
I've been playing with some insightful people, seen how DRK handles in the new content, and adjusted, although most of it is unique group stuff like Trick/Hypercharge timings, it still applies.
I wish they fix living dead.
Since it's supposed to the the MP/ magic tank when you pop LD your maximum MP covers your health helping you survive a blow otherwise would've killed you.
The only downside should be is your MP is reduced to 0.
As a tank you can use strength or vitality potion. They carry the same weight at Max and Supramax level. During the X-potion days a vit pot had slightly more than a strength because they weren't designed around Vit being an attack power stat at the time.
Edit: Correcting myself. Supramax strength is 154 and Supramax Vit is 158.
Last edited by Rocond; 10-13-2016 at 04:22 AM.
I did see that but still was curious on your exact reasoning/mindset for it. Would you use the new opener in all contents even when not in your group? like would it still be better in pugs and stuff or would you go back to the first opener?Did you read the post you replied to?
"I've updated it since 3.4 came out,"
I've been playing with some insightful people, seen how DRK handles in the new content, and adjusted, although most of it is unique group stuff like Trick/Hypercharge timings, it still applies.
It is still an increase with pot/grit drop, but without Hypercharge OR Trick Attack in a pub, it probably wouldn't be worth bothering with. Stuff like the Dark Passenger hold only becomes a single digit potency increase, but it's good for muscle memory regardless.
So what the general consensus on DA power slash? Has anyone done the math of how the enmity gain compares to the potency gain overall by not using? The thought process seems to be that, DA power slash generates more enmity which means less enmity combos needed overall, which means more time out of grit and more DPS combos can be used, correct? It seems horribly MP inefficient thought with such a small enmity gain despite using the same amount of MP as other dark arts abilities... I can't think of many situations where it'd be helpful other than being out of grit and using it for SNAP AGGRO (as in, you prep your power slash, an add pops up very soon that requires immediate attention so no turning on grit first before you grab it since you need to respond immediately).
It seems like no matter what it will still be an overall DPS loss no matter what way you look at it. I rarely ever use it myself, should I?
I used it sometimes when my mana was going to overflow and I had to use Power Slash to top up aggro. I guess you can say it falls under the situational category?
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