Some people say mana management is a joke for Dark but I have only seen two from 30-51 in dungeons that actually knew what mana management was.

Some people say mana management is a joke for Dark but I have only seen two from 30-51 in dungeons that actually knew what mana management was.
I've gotten to level 55.
One DA per every two Delirium/Souleater combos will mostly maintain MP with only slight drain.
Biggest MP management problem I've run into has been when trying to do large trash pulls when trash groups are spaced well apart.

Might be worth it to have mana potions for DRK?

Basically... None of the old potions have been updated for level 60 as of yet.



I will admit I sometimes have issues maintaining MP when tanking in dungeons. Almost always on trash pulls mind you, trying to keep Dark side up while dodging attacks, holding hate, using CD's and regaining MP can be problematic. It's an issue I see stemming from my own lack of experience at tanking. I would suggest slowing down pulls a bit and being more careful about timing the use of certain skills, should anyone have the same problems.
As I said earlier, I'm seeing the same problem. I'm half considering turn Darkside off when starting a big pull and turning it back on once I've grabbed everything.I will admit I sometimes have issues maintaining MP when tanking in dungeons. Almost always on trash pulls mind you, trying to keep Dark side up while dodging attacks, holding hate, using CD's and regaining MP can be problematic. It's an issue I see stemming from my own lack of experience at tanking. I would suggest slowing down pulls a bit and being more careful about timing the use of certain skills, should anyone have the same problems.

That's a terrible idea. If you're doing a big pull, Blood Price almost guarantees a near infinite supply of MP. It should be up from the moment you start a pull until the moment you end it.
That said, feel absolutely free, if not encouraged, to switch it off whenever you're not actually in combat. That out of combat MP regen is huge, and it's less time spent staring at that ghastly aura.
Sections of several High level dungeons are just not designed for it. When you have a 15+ second runs between trash groups (The start of Satasha HM is a pretty bad offender in my opinion) in some dungeons and several of the first group of trash opt to use AoEs instead of auto-attacks you can end up with cases were Blood Price falls off during the pull and Darkside drained off about 1/3rd of your MP to no real effect before you started Unleashing.
If anything a non-Darksided Unleash on the first group and then popping Darkside + Blood Price before Unleashing on the final group seems to be the smarter way.
This is a problem the Paladin also has, but should be rectifiable once Ninjas, Bards and Machinists can see TP in 3.1.
Last edited by Ultimatecalibur; 07-14-2015 at 03:45 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.
Reply With Quote



