Page 7 of 7 FirstFirst ... 5 6 7
Results 61 to 64 of 64
  1. #61
    Player
    yuixjfa's Avatar
    Join Date
    Aug 2013
    Posts
    146
    Character
    Ai Yoshioka
    World
    Shinryu
    Main Class
    Dark Knight Lv 70
    Helpful Changes:
    • Ability to use Second Wind
    • A CC out of our stun that isn't on a 150/180 second cooldown (Tar Pit is a damn good skill in those messy team fights, but on smaller encounters, or even 1v1, we have nothing but our stun).
    • Group Utility ↑
    Tweaks
    • Living Dead (it's not bad, but without purify or a healer to boost you back up to 100% HP its not that great, nor does it bring anything to the team, compared to Holmgang.)
    Things that are manageable and/or don't require much tweaking or changes:
    • MP Consumption - Know when to pop in and out of Darkside and Grit, and you won't have a problem.
    • Damage
    • Class enjoyment - this class is so much fun to play.

    just my opinion.
    (0)
    Last edited by yuixjfa; 08-12-2015 at 07:34 PM.

  2. #62
    Player
    seraph1m's Avatar
    Join Date
    Sep 2013
    Posts
    53
    Character
    Arch Seraphim
    World
    Gilgamesh
    Main Class
    Lancer Lv 50
    You guys are trying to make adjustments to classes based on the results of a 72 man cluster F*** please wait till they get the wolves den out at least before you start attempting to make balance suggestions
    (1)

  3. #63
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Februs View Post
    as much as I love shield swipe, it's on the GCD, so it's not a immediate dmg increase over low blow or plunge which can both be used simultaneously as a combo.
    Well its not the SS damage that counters melee its the 6sec+ pacification that wrecks them, also i just got DRK lvl60 few days ago and tested it in FL sure it has some nice burst and all but i still kinda prefer PLD as it has more utility and Glory Slash is just too good compared to DRK pvp skills imo also being mana starved when not even in combat due FL combat "bug" sucks(nin's and their hide suffer same problem).
    (0)
    Last edited by Synestra; 08-15-2015 at 05:20 PM.

  4. #64
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Synestra View Post
    Well its not the SS damage that counters melee its the 6sec+ pacification that wrecks them
    Oh, I have no doubts about PLD's ability to completely cock block enemies. Though, Pacification doesn't always work in your benefit, since targets can still move and can sometimes just run the heck away when they realize they're locked. It's too bad that move is (basically) random, because being able to time it would be obscene... though I'm sure people would complain about it.

    In terms of utility, I find Pld's to be more useful at def and lures. Covers/stuns/and pacification are very useful at stopping enemies and allowing your dps to murder pretty much anything you touch. Drk, on the other hand, is much more useful at keeping enemies from capping nodes, and pushing the dps over the edge, setting up area blocks with salt of the earth, and acting as a snare for enemies who are trying to flee the scene.

    Personally, though, I find Drk's abilities to be much more useful than a combo dot, and I'm not sure what you mean by Mana problem. I've been running around as DRK for weeks and I have never once had an issue with mp management, unless it was my own fault and I just wasn't paying attention. Blood weapon and Blood price cap me every time, and it's not like it's a big deal to drop darkside when there's a lull in the fighting, if you really have to.
    (0)
    Last edited by Februs; 08-15-2015 at 05:48 PM.

Page 7 of 7 FirstFirst ... 5 6 7