

I'm sorry but this is the most ridiculous statement for a tank class I have ever seen. "Hey you should blow one of your strongest tanking CDs to maintain baseline mitigation and drop your tank stance!"
.................... just no.
Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.

I also feel that Blood Weapon should be available in Grit, with the condition that it be made to share cooldown with Blood Price.
This is actually my number one request!
My reasoning is this:
There are just way too many fights when you practically can't do anything because you don't get the sort of multi-hit attacks needed for Blood Price to work. This is especially jarring in the ARR lv50 dungeons, where you don't even have access to Carve and Spit and Sole Survivor.
Even in lv60 content, the contrast between the fights that are "designed" for DRK and those that aren't is just staggering. Look no further than Fractal Continium: the first boss is literally *made* for DRK, while the second... er, you would not want to get hit by those swings. So you just run around and, uhm, not use Dark Arts.
So it would make the job more enjoyable, I think, if you had to choose which of the two skills to use according to the circumstances. It would not make the job stronger, but it would add another layer of strategy to it.


I actually think DRK works pretty well the more that I played with it. The one gripe why people complain about using Blood Weapon in Grit is due to the poor returns on mp for Blood Price. Its great in large mob pulls but for bosses its terrible and your better off dropping Grit for Blood Weapon. This needs to be fixed to scale with damage and not # of hits. But in retrospect given the stance dancing all classes have now you should probably be used to dropping Grit at some point in a fight.



Yeah, Blood Weapon seems the OT version of Blood Price. You use it when OTing or when you need a boost in DPS, just like when you switch to Deliverance or Sword Oath and use a DPS Skill.
It's okay the way it is now.
They could reduce the amount of powers you have and make blood price become blood weapon depending on if grit is on or off, however having it be separate is generally stronger for you (given you could pop both if not in grit).
I want to use Inner Beast in Deliverance.
just don't use grit
All the naysayers clearly haven't touched DRK. Not only is it annoying having a cooldown you can't use as a tank, it's pretty much the one if they give us that should fix our MP problems since Blood Price is so unreliable for any content that matters. Blood Weapon will probably get adjustments for when it's used in Grit when they finally acknowledge DRK is just poorly working right now.
Lolwut? That is *exactly* what intelligent players do. Sorry you're in the middle of the bell curve of mediocrity, have fun vit and parry stacking while you're at it.
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