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 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?
Hello, i made a bis for drk with all the stuff and with food:
Vit 1813
Str 1221
Acc 703
Crit 943
Det 433
Sks 887
Is this good or someone have a better bis (with all stuff)
Then answer this; why do PLDs insist on using Tempered Will when Sophia is tilting the area? I ask because I witnessed many PLDs complain about the lack of dps at times.I like what you made. I once posted in a thread some months ago about MT DRK openers, and I got some flack for mentioning I like to use unmend>plunge>scourge for my pulls. You could check here http://forum.square-enix.com/ffxiv/t...er-as-mt/page6 , but the point is there was quite a bit of discussion against the use, either due to damage lost from being done in grit, or because it reduces distance the boss travels to the party at the start, resulting in a longer distance for the dps to travel to reach their target which translates into a lowered raid-wide dps. Thought it'd be interesting for you to check out to refine your opener, or if you disagree could you explain how your way could be better than the other thread's suggestions?
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}
The only reason PLD use Tempered Will in Sophia is for more personal DPS and if you push Sophia's HP at a certain phase (think it is 75%), She will cast Thunder II so Tempered Will eliminates people having vuln stack.
Lack of DPS in Sophia? Either your team is dying a lot or your whole DPS is just sleeping. I have never seen Sophia enraging when I have clean runs, heck there was this video 4man-ing Sophia.
You can also Cover + TW and prevent a DPS from getting knocked back, at least for the head pushback (haven't tested on the tilt). I usually Holmgang the first head pushback and then, depending on how the fight is going, I'll use it on the T2 tilt as well. DRK I believe you can just Plunge back, though T2 will still probably face wherever the DRK got knocked to due to the animation lock.
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