

It's the first I've heard of that.. FAIK the reason WAR was buffed in 2.1 is because i70 PLD/PLD was clearing COIL week 1 of release - when SE was expecting it to be not so easily accomplished til Crystal Towers i80 gear was available.
Not throwing the BS flag on you, but it's certainly not the popular conjecture..
And all searches I've done hints to the opposite.. which is expected..
Would be a nice find though, props to whoever did it - albeit 2 years late
BCoB wasn't cleared week 1....it was cleared Oct 27th 2013, way after BCoBs release and was nerfed after the first clear.
SCoB was cleared week 2 or 3.
FCoB was cleared week 1.


Ahh welp that's conjecture for you
Posted October 28th:
http://www.gameskinny.com/aauhl/ffxi...for-first-time
Article states world first.. not game, so idk. Nice run done nostalgia lane tho
Ahh welp that's conjecture for you
Posted October 28th:
http://www.gameskinny.com/aauhl/ffxi...for-first-time
Article states world first.. not game, so idk. Nice run done nostalgia lane tho
Yeah BG had the first clear ever of T5 and SE acknowledged it and then nerfed the twister mechanic. They also had the SCoB first clear by pooling together 2 raid groups so they would have 4 total Tome weapons.
Savage coil ignited the JP community especially Lucerzia who went on to get the first FCoB clear.
Don't know if this has been posted yet, but just in case:
Dark Knight and Paladin Comparison
[TL;DR:] PLDs have better long term physical mitigation via blocking and a different set of cooldowns and better group synergy from a variety of abilities (some mentioned, others not). DRKs have higher MT damage, better magic mitigation, and better self healing.
I'm currently lvling DRK. (main PLD and WAR) What does DRK bring to the table for magic damage besides INT down.
If party finders are regularly rejecting a job, then it's in need of a buff. Period.
Look at 2.0 WAR. Look at 2.4 Dragoon. Look at 2.4 Summoner.
"It's usable" isn't an excuse. Every job needs to be meaningfully competitive, which DRK isn't - not in party utility, not in OT DPS, and not in MT mitigation over time.
The only thing it has going for it is the ability to enable DRG | NIN melee comps and somewhat measurably higher MT DPS than PLD. Healers are taxed by the DRK's lackluster defenses and the entire party is taxed by its lower DPS and lack of utility, and the DRK themselves has to put forth additional work for no gain compared to other tanks, resulting in the job, while not being unusable is a burden to teams on it.
Fun facts, if you take the last paragraph and replace "DRK" with "DRG" and "DRG | NIN" with "BRD | BRD" I'm actually describing the 2.4 Dragoon. That was totally functional in raids and didn't need a buff, right guys?
The reason WAR was buffed was because its usage rate in top-end content was pathetically low, and it was being rejected from serious groups. A great deal of feedback and noise, paired with S-E's usage metrics led to the job being fixed in 2.1.
The same needs to happen with DRK. Let the user feedback and most importantly the use metrics in the first four weeks of Alexander Savage speak for themselves, not hyperbole about 'player skill' or how DRK is some sort of mystical special "magic tank" because it has a debuff that's a crappy Dragon Kick substitute and a Sentinel that only works on half the attacks in the game.
(Fun facts, on fights with lots of magic damage and therefore few attacks to parry, DRK's mitigation is actually crushed by the lack of access to Reprisal.)
Last edited by Krr; 07-10-2015 at 07:56 AM.
video games are bad
1) A 10s Vengeance that only works...
2) Probably less than half
That said, DRKS have other things other tanks DONT have--amazing aoe, 2000+ potency off gcd per minute, etc etc. Not saying its rosey, they definitely need some work, but i cant imagine them getting really strong defensives without re-balancing elsewhere.
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