Oh look, yet another thread that can be boiled down to "I want what he has it's not fair!"

Oh look, yet another thread that can be boiled down to "I want what he has it's not fair!"
Considering the OP was asking whether DRK having a self heal equivalent to Equilibrium/Clemency would be fair or not, that just isn't the case.
This thread is open for discussion, but you don't seem willing to offer any.
The only discussion in this thread will eventually turn into "War iz OP" because it won't be long before people come in and cry about clemency having a cast time and equilibrium being instant.
The only thing I can think of that would make DRK self heal uinque is having an ability called Soul Drain on a 60 cooldown that drains hp from enemies (up to four) and grants a 1200 potency heal the less enemies there are the lower the potency. With a 50 potency attack slapped on to it.
IDK I tried.


As much as I would enjoy it, I still feel like strong Self Heals are a WAR thing. Clemency is a bit different as it can be used to help the party (or atleast I'm sure that's the given intent) while still healing the PLD.
Maybe I'm wrong, but I'd be more interested in putting up a Galvanize effect on ourselves instead. Maybe as shroud's of darkness that get built up every time Dark Arts is used?

make blood weapon hp drain in grit mp without :x why is blood weapon draining mp anyway!?



@Rhaja
Going with a damage shield is an interesting and perfectly viable idea/option as in the end it too would just equate to an eHP boost, and it would definitely be different from the other abilities. Would be interesting to balance against a straight HP heal though.
Last edited by TouchandFeel; 08-13-2015 at 12:03 AM.
I don't play DRK, so I can't say how good it is or isn't, but it seems to me like that would help in the mitigation aspect if that's an issue.
It's almost hard to know if mitigation is an issue though.
Has anyone measured this? Like run some numbers comparitively cycling cooldowns?

Maybe if DA/SE returned x2 or x3 dmg as healing it would fit the kit and work with how often it is used.
Dmg as a shield for x1 would be neat, but might be too much.


Darkside
Increases Damage Dealt by 15%.
Increases Critical Chance by 15%.
Drains MP over time.
Soul Eater:
Delivers an attack with a potency of 100.
Combo Potency: 280
Dark Arts Potency: 260
Dark Arts Combo Potency: 430
Grit Effect: Absorbs 200%, 100% of damage dealt as HP
Dark Arts fades upon execution.
Soul Survivor is just a badly made ability. I would change it to something different completely.
Living Dead is worse then Coal. Also a pretty badly made ability.
Soul Survivor could be made into an offensive stance.
Living Dead could be like:
Damage Reduction increase in place of HP drain.
Last edited by Nektulos-Tuor; 08-13-2015 at 04:10 AM.
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