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  1. #16
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Nektulos-Tuor View Post
    If I had my way i'd redesign Dark Knight to be more like Shadowknight's/Necromancer's from Everquest and be completely DOT/Lifetap based and have their own flavor, literally surviving through lifetaps and damage over time abilites mostly.

    However with the way the developers do their updates, I can only suggest small little changes like the ones on the first page.
    Then go play Everquest and stop trying to make this game something it isn't.

    Quote Originally Posted by Nektulos-Tuor View Post
    Making Grit 15% from 20% makes sense, it gives DRKs a little help in the DPS Department and secures their future, they were NOT OP like Warriors were before. It also makes sense because they did it for Paladin, in my opinion tanks dps should not be designed around something like this, its a total bummer.
    Except DRK doesn't need any help in the DPS department. They're still naturally ahead of PLD by a very fair bit, both in MT DPS and OT DPS. PLD's change was because they were 15%-25% behind DRK in MT DPS (and 20%-30% behind WAR), and now they're 5%-10% back from DRK, if even that.

    Quote Originally Posted by Nektulos-Tuor View Post
    Making Darkside 15% whilst in Grit is SUPER minor, a literal 2% difference.
    And unnecessary, because you can have Darkside and Grit on at the same time, thereby (mostly) negating the DPS penalty of Grit. Neither other tank has that, which is largely why DRK has the highest theoretical MT DPS between the three.

    Quote Originally Posted by Nektulos-Tuor View Post
    Making Darkarts 2/3 mana on the other hand, is a huge buff. However, I find myself just ignoring Dark Arts on several abilities because it costs so much, so you use it for SE/Dark Mind mostly.
    This means you don't know how to play DRK. You're supposed to spend your MP down to a certain point, then play more conservatively to restore it (or take a walk on the dangerous side and drop Grit for BW). Just because you don't know how to manage your resources does not mean the job needs this substantial a buff, especially when it does nothing to address the actual problems with the job. "It's expensive" is not a viable excuse for shooting yourself in the foot and not using Dark Arts. DRK is a job more than any other where knowing the fights and thinking ahead will help you succeed, because you'll be able to plan ahead for each time you'll need to use Dark Arts, and map how much mana you need to save for every instance.
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    Last edited by Jpec07; 02-27-2016 at 03:00 AM.
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