Only thing that needs to be fixed: TP
Right now I run out of TP at exactly 3:00 withOUT blood weapon. With blood weapon its more like 2:15. No bueno. Really needs some sort of fix.
That's it. Everything else is a nice to have.
Only thing that needs to be fixed: TP
Right now I run out of TP at exactly 3:00 withOUT blood weapon. With blood weapon its more like 2:15. No bueno. Really needs some sort of fix.
That's it. Everything else is a nice to have.
Blood Price - Amount of MP restored upon hit increased or simply change the ability into a replenishment type of ability. Erratic Mob Behavior and White Mage Holy both really reduce the value of this ability when you do not have prior knowledge of a monster's behavior patterns.
Reprisal - the window for this ability should either be longer or the ability should be more readily available.
Dark Dance - Parry Chance should be increased.
Remove DA from Carve and Spit and increase it's Potency. Increase Combo Potency on Soul Eater. Reduce TP cost of abilities.

There's three basic, at its core steps in fixing a problem. Before we go through how to fix DRK, we first need to establish the answer to these three things. Let's start with question #1:
1: What is wrong with DRK?
There's quite a few things that people will voice here. And based on comments from forums, there's little tweaks and big fixes that will be mentioned. But if DRK is going to be fixed, I feel we need to break it down to something simple. I could be wrong here, but this should at least give people the idea of what I'm actually asking for (at least I hope so):
DRK doesn't really do one thing better than either PLD or WAR, yet they have to work harder to get that effect. It sits in-between the two tanks at almost every facet of tanking, but requires more MP/TP management to get it done.
Last edited by SpecialKK; 07-15-2015 at 11:48 AM.
Only change we really need for DRK is one thing...we get a trait that allows us to parry magical attacks. There, we're fixed.
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