I find DRK to be very comfortable tanking high end content. I switched my main from scholar to DRK this expansion and would be sad to suddenly need to go warrior to fulfill my tank desires.


What needs to go in Dark Knight first is the Dark Knight Grit requirement for spells. Blood Weapon should be used in Grit, and Soul Eater should not need Grit to heal.
Darks do such low damage. I don't think Grit itself should lower damage. I think it should be something unique in itself.
Grit Stance:
Increases Parry Chance by 25%.
Increases Parry's Potency by 40%. (Raises the damage reduction from parry from 20% to 60%.)
Increasing enmity gained.
Last edited by Nektulos-Tuor; 07-02-2015 at 08:20 AM.
Please, for all that is good, consider the ramifications of having an RNG chance to mitigate something tied to a tanking stance. Just... give it some thought.


As long as we got temp buffs with lower cool-downs and damage reduction it would be fine. Just need to focus on a rotation.
Like Dark Dance being damage reduction instead of parry.
Like Dark Mind being damage reduction instead.
Shadow Wall being 120s CD, maybe a healing component on it.
It can work. You just use your DR when you need to absorb damage.
Last edited by Nektulos-Tuor; 07-02-2015 at 08:49 AM.


I'd like to see Grit changed (but, let's be honest, I don't see that happen) to be more unique and fit DRK lore.
After all "Shield Oath" is pretty logic. Paladins focus on their shield to reduce damage. "Defiance" ? Sheer HP, pretty much the thing of WAR too.
Why should "Grit" reduce damage taken ?
For me Grit should be closer to "Dread Spikes". Yes, I know this is not FFXI, I'm frequently one to remind others of this fact, but look at our skills. Leech HP this, leech MP that, etc...
So a Dread Spikes effect that would retaliate 20% of damage taken and heal you for that amount. Basically, as long as you're not one shotted, you only suffer 80% of the damage. Roughly the same as other tanks, but with a unique feel to it.
With that, DRK's potency should be lowered. Yes, you read that right, decreasing DRK's potency. Why ? Because retaliating 20% will allow him to "burst" on every tankbuster. Seeing recent numbers, keep in mind that any tank can do hits that surpass 20% of their HP every minute or so. Of course, mitigating damage will reduce damage taken (duh) thus reducing retaliation.
This would bring a unique meta to DRK : "Ok, I'm full HP, I have Stoneskin and Adloquium, I can take this hit without a cooldown"
Or "I'm passed the HP threshold, should I pack more vitality to need less mitigation and retaliate more, or should I pack strength to do more damage by myself ?"
Last edited by Reynhart; 07-02-2015 at 06:13 PM.
so instead of proposing fixes for tanking you feel is an issue, you want to be yet another dps instead and keep just 2 tanks, changing its role entirely.


Pasted on its ownr topic, I think it woul be lost between two much ideas in this thread to discuss properly

Remove Reprisal's stupid parry requirement so that it can function while OT, give Delirium a DA effect of reducing magic resistance by 10%, reduce the cooldown on Shadow Wall to 120 seconds, turn Dark Dance into a reliable mitigation skill, give it some reliable method of TP management, make Sole Survivor suck less and function similar to Equilibrium, make Dark Passenger not a trap skill, make Living Dead not awful, and give Blood Weapon some form of functionality, even if reduced, while in Grit.
Bam. DRK is usable and has value. Might still need to up the damage output a bit to make up for Double DA's loss and to put it in line with WAR, but everything would be functional and DRK could actually be considered for use alongside the other tanks.
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