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  1. #11
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    I just want to know one thing: how is Darkside not a DPS stance if you can use it without Grit to increase your damage dealt by 15%?

    p.s. https://www.youtube.com/watch?v=39YR61lIIUU dat dps tho.

    p.s.s. I don't play Dark but I tank with one in a static. . . my question is real. . .
    (0)
    YouTube.com/c/iBluairjgr

  2. #12
    Player
    Rhaja's Avatar
    Join Date
    Jun 2014
    Location
    Limsa
    Posts
    734
    Character
    Rhaja Foxtail
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    Darksides can be maintained in Grit as well. It's honestly like a Warrior who can constantly keep up maim.
    (1)

  3. #13
    Player
    Ditto's Avatar
    Join Date
    Aug 2013
    Posts
    557
    Character
    Echo Sindria
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Gooner_iBluAirJGR View Post
    I just want to know one thing: how is Darkside not a DPS stance if you can use it without Grit to increase your damage dealt by 15%?

    p.s. https://www.youtube.com/watch?v=39YR61lIIUU dat dps tho.

    p.s.s. I don't play Dark but I tank with one in a static. . . my question is real. . .
    Quote Originally Posted by Rhaja View Post
    Darksides can be maintained in Grit as well. It's honestly like a Warrior who can constantly keep up maim.
    ^

    And that video was taken BEFORE the Dark Arts bug fix. That fix was about a 100 DPS loss to us, possibly more if you factor in MP management.
    (0)

  4. #14
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by TheCadian View Post
    The other was a tank that was focused on inflicting debuffs so that rather than actually being particularly good at tanking the DRK just made everything around him weaker.
    That is exactly what I have been saying in other DRK threads, they should be debuff tanks.
    Darkside/Dark Arts is their mechanic gimmick, debuffer is their tank/raid utility role. They make themselves and their party stronger by making their enemies weaker.
    (1)

  5. #15
    Player
    Ipkonfig's Avatar
    Join Date
    Sep 2013
    Posts
    183
    Character
    Ulfheonar Wolfhiem
    World
    Zalera
    Main Class
    Marauder Lv 60
    Dark Arts bug was not 100 DPS loss, but one of the ACT updates broke Salted Earth it doesn't parse anymore, AND Scourge doesn't parse correctly but I can still pull comparable numbers to my WAR if I have a NIN put slashing de-buff on for me. TP is an issue of course, luckily there is no fight where I have to worry about running dry, and if I do get low when I run as DRK the BRD in my group is typically already playing Paeon.
    (0)

  6. #16
    Player
    Nexxus's Avatar
    Join Date
    Mar 2011
    Location
    Lyon
    Posts
    2,261
    Character
    Yoko Ceres
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    I'm the only one getting tired of doing (DPS side) Dark Arts on every combo ? I would love to see dark arts being a stack (to looks like the war).
    As for Darkside, it is too bad that is on gcd, i would like to put it off right after a combo.
    Sole Survivor shouldn't be with a timer on it, 15s is to fast or it could give an add effect while it's active.
    (0)

    Il est possible de dépassé la limite des 1ooo caractères, il suffit d'éditer son post ~

  7. #17
    Player
    Domira's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    272
    Character
    Corvus Lament
    World
    Excalibur
    Main Class
    Dark Knight Lv 60
    Hmm I don't think DRK needs a revamp. Only a few minor changes.
    (3)

  8. #18
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    I think DRK should be DOT tanks, which is why I love the scourge spread idea. I would also like delirium to be a damage over time that also reduces damage taken to us.

    Delirium:
    Delivers an attack with a potency of 100.
    Combo Action: Syphon Strike Combo Potency: 50
    Combo Bonus: Damage over time with potency of 40 and lowers target's damage dealt by 10% for 30s.

    Salted Earth:
    Delivers an attack that Increases Enmity in all nearby enemies.
    Additional Effect: Damage over time for 21s, Potency: 75

    New Ability: Scorched Earth.
    Spreads a target's Scourge, Delirium to nearby enemies.
    Potency is halved for the fourth enemy and beyond.
    Only available while under the effect of Dark Arts.
    Dark Arts fades upon execution.
    (0)
    Last edited by Nektulos-Tuor; 07-11-2015 at 05:11 AM.

  9. #19
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Quote Originally Posted by Nektulos-Tuor View Post
    I think DRK should be DOT tanks, which is why I love the scourge spread idea. I would also like delirium to be a damage over time that also reduces damage taken to us.
    No.

    10chars
    (2)

  10. #20
    Player
    Cryptfox's Avatar
    Join Date
    Sep 2013
    Posts
    117
    Character
    Cryptfox Tercero
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    DK is able to sudo MT but not have as strong of cool downs as PLD and isn't able to dps as high as warrior, where does this allow DK to fit in?

    What are some fixes that could place DK a lil bit better?

    Firstly, after playing DK since launch I can see that managing mp isn't that bad. It's the large amount of need for Dark Arts to be used to max their dps. As well as the tp drain. I can only go for roughly 2 1/2 min before being drained of TP.

    Tp- maybe reduce cost by 10%. This would make roughly a 6 tp reduction per ability.

    Dark Arts- Raise the cost to 2000 MP but increase the duration to 15 seconds and not expend DA on ability use (allow full duration) - Also, on abilities that are affected by DA cause 50% of damage return as a damage shield that reduces the damage taken.

    Darkside- increase damage delt by 7%
    I feel that these tweaks would give DK a bit more sustainability and give a different feel of a tank class.

    Also, I fully agree that DKs should be more heavily singled out as de buffing tanks.
    (0)

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