[QUOTEstuff[/QUOTE]
change sole survivor to restore TP when placed with each attack then we're
[QUOTEstuff[/QUOTE]
change sole survivor to restore TP when placed with each attack then we're

Reprisal is fine as it is imo. Sure WAR can have Path up 100% of the time, but do they? Probably not. If you use Dark Dance a bit before whatever you're looking to mitigate you can pretty much always manage to get a proc. And the gap-closing aspect of Plunge already sets us apart from the other tanks, no need to give it an added effect.


I had suggested this in the PLD thread:
...but it seems more appropriate here. I'm not sure Plunge needs yet another slashing debuff, we already have 2 jobs that offer that and it becomes redundant. If DRK gets added utility, I think it needs something unique. The INT debuff already conflicts with Monk.As far as DRK utility, it doesn't even need new or different abilities, it could work with added Dark Arts effects.
Dark Arts + Salted Earth:
Adds vulnerability to damage over time effects. DoTs deal 10% more damage to any targets within the Salted Earth area. This is a unique effect that doesn't conflict with any other jobs, but does provide support to the group.
Dark Arts + Blood Weapon:
Weapon skills add a debuff to the target lasting 4 seconds that causes any hits from anyone in the party to drain a small amount of health. The debuff is refreshed each time a weaponskill is used while under the effect of Blood Weapon. This would be a small aid that could be used in situations where there is consistent raid-wide damage to help take a little pressure off of the healers (think Drain Samba for anyone familiar with FFXI).
Just adding Blunt resist down to Delirium or making Delirium and Dragon Kick neither stack with nor override each other would improve DRK-MNK compositions. At least then they add something to Monk just as WAR adds something to NIN. The only real issue remains that no WAR = mandatory NIN. Given how good a NIN's raid dps contribution is already though, that issue is neither new or entirely unique. It's just large; at this point those two seem about as essential as MCH/BRD, if not more so when neither MP restoration nor Rain of Death is needed, and Foe/Hypercharge would give relatively little contribution over time.
(Except where hard swaps bring out the worst of PLD lacking MDef or DRK reprisal being locked to MT. Then the other two tanks still have additional parity issues that go well beyond QoL.)


I've said all I have to say on these topics. So I'll spitball some more ideas here. Just for fun.
Sole Survivor - Places buff Sole Survivor on the target. MP refresh for 24s with a potency of 40. Grit Effect: Marks the target with the status Another Victim. If that target should be KO'd in battle, 20% of your maximum HP and MP will be restored. Duration: 15s
What it does for raids:
In a group with a NIN, you now have MP/TP recovery at no cost to DPS in exchange for being single-target only. This opens up the possibility of compositions without BRD/MCH and by extension those without DRG, so you can bring a MNK and/or two casters. SMN/BLM not competing as much for raid slots. BRD/MCH comps still viable because of the raid-wide utility on no cooldown.
*OR*
Sole Survivor - Marks the target with the status Another Victim. For the next 15 seconds, 20% of the damage dealt by the target is compiled and converted into magical and physical shields for all party members in range. Effect capped at 30% of party members' maximum HP. Grit Effect: Marks the target with the status Another Victim. If that target should be KO'd in battle, 20% of your maximum HP and MP will be restored. Duration: 15s
What it does for raids:
Acts like a reverse Wildfire and Divine Veil combined, but slightly different. You put it on the boss during a high damage phase. Boss deals a crapton of damage and then you get two separate shields for 20% of the separate, compiled amounts of physical and magical damage the boss dealt in that time. The shields cannot absorb more than 30% of a given party member's maximum HP. Different from DV in that it allows huge damage to happen but in exchange you get a powerful Stoneskin effect afterwards.
*OR*
Transfix - Delivers an attack with a potency of 210. Can only be used immediately after dealing critical damage. Additional Effect: Target suffers critical damage from all attacks for 2 seconds. Recast time: 100s. Grit Effect: Reprisal - Delivers an attack with a potency of 210. Can only be used immediately after parrying an attack. Additional Effect: Lowers target's damage dealt by 10% Duration: 20s Recast time: 30s.
What it does for raids:
Reprisal turns into Transfix when you turn Grit off. This provides DPS utility while OTing. Does not compete with other raid DPS utilities and provides a DPS increase for PLD/DRK tank compositions.
*OR*
Salted Earth - Creates a patch of salted earth, dealing unaspected damage with a potency of 75 to any enemies who enter. Duration: 21s. Dark Arts Effect: Deals unaspected damage with a potency of 65 to any enemies who enter. Party members that enter gain the effect of certain Darkside abilities.
What it does for raids:
Raid mitigation utility at an appropriate cost to DPS a la WAR with Storm's Path. Party members standing in the AoE receive slightly weaker versions of Dark Dance and Dark Mind (+15% parry rate, -10% magic vulnerability). Again, does not compete with other raid mitigation utilities. The effect is directed at party members only; the DRK does not benefit from standing in the AoE.
*OR*
Delirium - Reduces magic resistance of target by 10% for 20s. Effect does not stack with Foe Requiem or Bishop Hypercharge. Grit Effect: Reduces target's INT by 10%. Duration: 20s
What it does for raids: Similar to the Sole Survivor change at the top, it provides an alternative to BRD for caster-heavy compositions. Effect still stacks with Rook Hypercharge so MCH (and DRG for MCH) are still valued. In a group without a BRD you have increased caster DPS at no cost to personal DPS, in exchange for being single-target only.
Last edited by Syzygian; 02-23-2016 at 12:12 PM.


I'd like to see DRK's abilities tied more to grit and dark arts, to make grit feel more like a tank stance and make abilities feel useful even when not getting hit, much like how WAR can use its abilities to build wrath when it's not using them as defensive cooldowns.
For example: dark dance- increases parry by 30%, dark arts effect: adds evasion down to attacks. Grit: changes dark arts effect to increase evasion by 20%.
Plunge- dark arts adds slashing resistance down, Grit: changes dark arts to increases range to 25y.
Dark mind- dark arts retaliates with a 20 potency attack upon receiving magic damage. Grit changes dark arts effect to increase damage reduction to 30%.
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