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  1. #1
    Player
    AmyMaru's Avatar
    Join Date
    Jul 2015
    Posts
    4
    Character
    Sai Lince
    World
    Goblin
    Main Class
    Black Mage Lv 80

    Dark Knight Suggested Alterations and Comments

    Hey hey, just a post on Reddit. I thought I would transfer it here. Feel free to add feedback or add your own suggestions.

    Reprisal - When blood weapon is active, it can proc on a critical strike. Bam, problem fixed.

    Dark Dance + Dark Arts - Whenever you parry an attack you restore 5-10% of your TP.

    Soul Eater + Dark Arts + No Grit - Restores TP instead of HP.


    If they just added those three features, I would have no issues for Dark knight. As for Delirium, I think it should not stack with monk, but add an additional effect. I'm thinking 5% more magic damage taken would be better, it can be applied with dragon kick, but doesn't lower int more than 10%. This would increase Drk dps, remove the requirement of having a Mnk for DK to progress and make it a priority on rotation instead of Soul eater taking all priority with dark arts. Also it wouldn't make bards obsolete. If a dark could increase magic damage 10%, then machinist would be supreme, since the machinist biggest weakness is no foes requiem.


    Regarding the EHp, I think we're fine to be honest. Do we mitigate as much as paladin? No. Do we have as much Hp as warrior? No. However we drain tons of health that needs to be considered for EHp. After we take that big 8,000 damage hit, we can souleater right after with bloodbath and restore 1500 of that. When it comes to AoE pulls we're monsters. Now that Abyssal Drain is fixed, its like a full heal every time you can afford the Dark Arts cost. Insane AoE damage for a tank, Insane AoE threat, Massive evasion combining DA + Dance with the Blind. I think when we get geared, Drk will easily be the speed run tank. Also magic damage, I'm certain more and more raid bosses are going to have magic damage tank busters. Look at the sphinx thing in the dungeon that escapes my mind right now. My dark knight takes like 1200 damage from the tank buster while my paladin takes 4,000. It happens too often for a paladin to rotate cooldowns for every single one, while the dark can keep the magic mitigation up all the time. Both the MR cooldown, the debuff and reprisal all have a lot of up time.


    Also speaking of geared, once we get some of that Alexander gear I see no reason to bring a paladin. If a dark knight can main tank without dying and do more damage than a paladin while main tanking, why would you want to bring a paladin? Excess mitigation doesn't benefit the group.
    (2)

  2. #2
    Player
    Armo's Avatar
    Join Date
    May 2014
    Posts
    8
    Character
    Ar Mo
    World
    Phoenix
    Main Class
    Thaumaturge Lv 50
    I feel drk is pld/war hybrid without it's own flavor even if it's been said being the magic tank. I'd love to get more debuffs that help the group and help me.

    - Delirium with small foe (because it can be afflicted every combo).

    - Living dead being a buff for dk rather than being a debuff that annoys everyone. How about if it gave half of your hp, mp and tp back if you recieve a blow that would kill you in it's duration and get to be immortal for 5 seconds after?

    - Reprisal should proc from critical strikes like someone said or from Scourge ticks.

    - Dark Dance could be just parry and with dark arts it'd give +10% mitigation.

    - Blood weapon. Damn I'd like this to be good for both main tanking and ot dpsing so let it be how it is when not having Grit on and let it be used in Grit for half it's effect.

    - Blood Price. This thing is flawed just for the reasons everyone is saying already and has to be changed. Maybe just give it mp regen boost like 1/8 bar a second for for 8 seconds, 30 seconds cooldown. With the change to Blood Weapon I mentioned above it would work nice.

    - Power Slash (enmity combo finisher). With Dark Arts it'd debuff the mob so that for 5 seconds everyone hitting the debuffed mob would get tp back.

    - Abyssal Drain. I like Abyssal Drain a lot. Just a little tweak and it'd be perfect. Let this ability be DRK aoe bloodbath without Dark Arts being involved at all. It'd be perfect.

    - Dark Passanger. Oh my I expected a lot from this ability... and was disappointed as hell. SE you brought Dexter in the DRK and you did this to it... shame on you Now please fix it so it would HONOR a great series like Dexter was and give it good aoe dmg for that cooldown (maybe spread the delirium foe debuff I suggested to all mobs in the cone area?) AND with Dark Arts it would make mobs Confused so they'd turn to each other. Now that would be interesting wibe and worth the cost and long cd.

    - Carve & Spit. I was SOOOO disappointed when I realised this ability is so underwhelming compared to... well everything. Level 60 skill like this is spitting in the face. Syphon Strike amount mana back and critting 540 on Ravana is an example how bad this is for a one minute cooldown skill. Make it on par with warrior 54 skill fel cleave by giving it 500 potency and mp/tp return and it'd make some sense for that recast time.

    The clunkiness of this class is something I can live with but hope it'd get adjusted like dragoon jumps. For me the problem lies in how the Dark Knight skills doesn't work well with each other and how Dark Knight doesn't work well with other tanks. Imagine a pack of mobs that me and my paladin friend pull and he uses flash and I pop Blood Price. Dark Dance doesn't work with Blood Price either. Dark Artsed Dark Passanger too. There's no synergy with other tanks or healers. Not much I can give to dps in any way. I like to do dps as tank but I'm not THAT good in it either. I have dark mind so I have my flavor? Not really. Not good enough. I do look good though.

    Thank you SE for this class, love it!
    ...but please tweak it a lot. Please.
    (2)
    Last edited by Armo; 07-11-2015 at 07:12 PM.

  3. #3
    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 debuffing tanks.
    (0)
    Last edited by Cryptfox; 07-12-2015 at 12:58 AM.

  4. #4
    Player
    saber_alter's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,811
    Character
    Lyrre Myste
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    this is what i think should be done:

    DRK changes:

    -add a small parry rate boost to to Grit (least 5%, no more than 15%)
    *this would put grit on levels closer to Warrior's damage reduction+health buffer at minimum. another possibility is to enable magical parry while Grit is active, but the parry rate would be half the physical parry rate you have.
    -reduce reprisal's CD by a minimum of five seconds.
    *while it would be nice to have it not a proc, simply having it be more reliable as a MT would be helpful.
    -split dragon kick's debuffs.
    *what? this isn't a dark knight buff!?! yes, it actually is.
    delirium and dragon kick are both abilities that reduce the target's int, but because dragon kick has the added blunt resistance down modifier, it immediately overrides delirium's debuff. splitting them would allow DRK to reapply the int debuff when your monk cannot.
    -either boost carve and spit's unbuffed potency, or make it regen TP or MP depending on the stance you are in.
    *Carve and spit, despite complaints is for the most part a pretty balanced skill. the only problem with it is that it's almost useless unless your buffing it or NEED mp. letting it regen TP out of grit would also mitigate the blood weapon SS buff.
    -remove the evasion modifier from buffed dark dance, boost the parry rate by 10-20%
    *while evasion is 100% mitigation, it isn't consistent enough to help DRK. evasion also works against both blood price and reprisal, which require us to be hit or parry to work.
    -boost the enmity generated by a Abyssal drain, or let it drain more than HP when buffed.
    *there is no reason to use it over unmend and unleash, which are already more mp efficient because of their costs and unmend's proc.

    wishful thinking:
    -switch our cross classes from GLD/MRD to GLD/LNC
    *MRD gives us little to no use outside of mercy stroke, while lancer's keen flurry would let us mitigate more than foresight, invigorate would effectively fix our tp issues, and B4B is raw damage (honestly it probably is the only reason why we will not get a CC change.).
    (0)