It's a 10 second duration.. 17% up-time on that fella.
Good for tank busters,
It's a 10 second duration.. 17% up-time on that fella.
Good for tank busters,
Floor 2: Crits ignore parry--if you are being attacked rapidly, you will probably get crit, and those crits hurt, and you cant block or parry crits. I also -believe- you cannot parry ranged attacks, and I think the Gob Walkers armor piercing shell is ranged.Floor 1 is negligible since the damage is pathetically low.
Floor 2 does in fact have magical attacks as stated above, when I went in as WAR there were attacks that were not parried during Raw Intuition. Gob Walkers and the dolls have something that couldn't be parried I didn't see what it was because it was happening to fast, but out of the string of parries something that hit hard came through not parried.
Floor 3 has plenty of magic attacks, final phases Cascades for example, eating tethers are magical, the hand damage is negligible since you just group up and split it with everyone.
Floor 4 is all magic. The entire fight is nothing but magic damage, except the adds auto attacks I guess, and if you get quarantined that add is physical, Discoid is a heavy hitting tank buster, especially at the end of the fight and it's magic.
When savage opens up I imagine Floor 4 is going to be a DRK's dream for MTing.
Floor 3: tethers are negligble damage, cascades can hurt if it gets that far but generally low. Hand damage and the bosses (i forget the name--its when he uses his left hand to smack you) are the hard hitting tank attacks of the fight. Rest is ignorable.
Floor 4: Discord is not a heavy hitting tank buster--it attack that follows (the laser, which is not discord) is magical damage--that would be the power that is pulsing you for tons o damage. I'm not sure if discord is merely a cast that allows him to use that power, but combat log called it Empyrean Laser I want to say. The missiles are physical damage however (which again--not being able to block or parry does not mean something isnt physical, unless someone has some proof to that.
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.
I would happily give up every single AoE DRK had if it meant I could actually be useful in raids.
I think they're really just missing one more strong anti-physical ability. And some utility.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.
You just described two things Warriors have - great AOE control and high(er) DPS. They do so at no cost to utility and have equivalent or better maintanking abilities.
Yeah this is pretty much it. A tiny EHP bump, one more reliable button for anti-physical damage (even if it's just a change that makes Dark Dance not crummy and unreliable) and a reason for DRK to ever be slotted as OT over WAR or PLD will make the job competitive.
Last edited by Krr; 07-10-2015 at 10:44 AM.
video games are bad
Yep, I just don't want to see any more abilities tacked on to DRK since my hotbar are getting overloaded as it is, so just some tweaks to existing stuff to provide those adjustments are the main things DRK needs. Also maybe more MP back from c&s and cd buffs that don't work against our MP regen mechanics (evasion ...).
Edit: Oh, almost forgot. TP regen on an ability to offset the skill-speed from Blood Weapon. Also better visual messaging for Living Dead/Walking Dead. Damn this list became longer than I initially intended.
Last edited by TouchandFeel; 07-10-2015 at 11:47 AM.
What I really wish (although I doubt they'd consider it) was to change abyssal drain to a strong single target, GCD move that costs only mana. Something we could work into our rotation without much (if any) DPS loss.Yep, I just don't want to see any more abilities tacked on to DRK since my hotbar are getting overloaded as it is, so just some tweaks to existing stuff to provide those adjustments are the main things DRK needs. Also maybe more MP back from c&s and cd buffs that don't work against our MP regen mechanics (evasion ...).
Edit: Oh, almost forgot. TP regen on an ability to offset the skill-speed from Blood Weapon. Also better visual messaging for Living Dead/Walking Dead. Damn this list became longer than I initially intended.
Right now unleash & abyssal drain are both serving the same function as "big aoe threat move". I don't think we really need them both. I would much rather unleash worked just like abyssal drain does currently (MP, damage, dark arts) except you'd also have the free procs from unmend. I don't see what having both of them is doing for us.
Bonus points for giving it some kind of useful debuff for raid utility.
But it's sort of a drastic change, I doubt that sort of thing would be on the table.
Last edited by Giantbane; 07-10-2015 at 02:54 PM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.