I think what I proposed above are pretty situational enhancements and would hardly be required or make DRK more favorable in all situations. Increased DoT damage for the party would be a nice perk, but it wouldn't be changing the tide of battle by any means. Adding slight healing support would be just that - support if and when it's needed.You have to be careful with this. DRK's rotation is already a veritable sea of button mashing without giving everything DA effects. Giving things like Plunge and SaE DA effects, you'd have to not make them *too* good or, between those and DP/DACS, DASE would barely have any room in the rotation.
Any added DA effects would have to be on situational abilities and not things that are a regular part of the rotation, which is already incredibly busy.
I do agree that DRK already has a lot of button pressing to do, but given the cost of Dark Arts, you have to manage how often you use it anyway. More options doesn't necessarily mean you have to use it more, it means you have to be aware of your situation and use it the right way.
Last edited by Darkstride; 02-23-2016 at 06:24 AM.
Its just that DRK's dps rotation is one of the few things about it that is well designed and doesn't need tweaking. When you add DA effects to damaging oGCDs, you alter the rotation.
The average DRK OT rotation uses 5 DAs per minute. 4 DASEs, and 1 DACS. So if you add DA effects to things like Plunge and SaE, suddenly DASE becomes almost obsolete if their DA effects are a net gain because they would usurp 2 and 1.5 DAs every minute, respectively. At the end of the day it would also likely nerf or buff DRK's personal DPS, neither of which is necessary.
TLDR I'd rather see DA effects on things like Sole Survivor or just more different in/out of Grit effects that provide party-based raid utility, and leave DRK's DPS playstyle untouched. That's just me though.
Last edited by Syzygian; 02-23-2016 at 08:16 AM.
Like I said, what if the effect of DA on Souleater would only benefit a MT ?The average DRK OT rotation uses 5 DAs per minute. 4 DASEs, and 1 DACS. So if you add DA effects to things like Plunge and SaE, suddenly DASE becomes almost obsolete if their DA effects are a net gain because they would usurp 2 and 1.5 DAs every minute, respectively. At the end of the day it would also likely nerf or buff DRK's personal DPS, neither of which is necessary.
You could have a well designed rotation for MT, and another one for OT, based upon where you use your 5 Dark Arts per minute.
You'd have to somehow find a way for +140 potency to not benefit an OT.
When you have to start pushing aspects of the job aside to make changes instead of just adding something where there is room for something to be added, you get poor design.
I already said such a way :
You could even increase the leech effect to 200% under Dark Arts, it would help recover after Walking dead, now that tanks will have higher HP pool.
Last edited by Reynhart; 02-23-2016 at 05:03 PM.
So umm people claim plds have large party utility skills.
lets see rage of harlone: single target 10% dmg down debuff in old days pre hw you could just roh several mobs but now we have a few other important combos to use.
cover: well if someones about to die and healer fails to heal them fast enougth can save, combine that with hallowed 2 immortal objects 10 sec.
Devine Veil: basicly party stoneskin after reciveing a cure but its 10% based off plds hp.
Clemency: now with 2 second cast could becomesomewhat better but can still only use 2 in a chain till not enougth mp.
and the buffs people want for Dark is like damage boosters and wars slashing debuff..... I think utility like that is far more better anything plds have if you have good healers you all know right?
If drk got a slashing debuff then pld would always be sidelined worse than in 3.1.... ballance please concider it when thinking up buffs for your class....
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