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  1. #1
    Player
    Chronons's Avatar
    Join Date
    Mar 2016
    Posts
    212
    Character
    Ulyssi Ironside
    World
    Jenova
    Main Class
    Warrior Lv 70
    Opening up Lancer gives DRKs access to Blood for Blood, Keen Flurry, and Invigorate.
    -Blood for Blood: In the OT position you sacrifice your defenses for increased damage (stacked with Darkside +25% damage). In the MT position you have the option to use BfB for increased damage at the cost of losing the benefits of your tanking stance. (5% incoming damage for 5% outgoing damage). This would give DRKs a “built in” pseudo stance dancing ability alleviating the problems with Grit being on the GCD and having such a high MP cost. A change here would make the DRK a dynamic tank to play where you can put yourself at risk for increased damage potential, which I think better reflects its lore.
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  2. #2
    Player
    Chronons's Avatar
    Join Date
    Mar 2016
    Posts
    212
    Character
    Ulyssi Ironside
    World
    Jenova
    Main Class
    Warrior Lv 70
    -Keen Flurry: +40% to Parry means greater probability to proc Reprisals. When stacked on top of Dark Dance you have a very substantial chance of a Reprisal proc. The way the recast time for both line up you could stack a KF every other DD or hold it for moments where you need extra mitigation. This doesn’t remove the chance elements of the Reprisal mechanic, but gives the player better control of their best mitigation tool.
    -Invigorate: TP regen we can use even while we are in Grit and Blood Weapon is unavailable. Not super needed, but just as relevant as the two other MRD abilities in my opinion.
    -Other options would be Feint or you could always bring in Awareness, which some DRKS already do.
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  3. #3
    Player
    Chronons's Avatar
    Join Date
    Mar 2016
    Posts
    212
    Character
    Ulyssi Ironside
    World
    Jenova
    Main Class
    Warrior Lv 70
    The problems I see with this is that it further limits our physical mitigation and it means that bad DRKs may be a healer’s nightmare (using BfB unwisely). However, I don’t feel like Foresight is the only thing allowing us to be viable against physical threats. I don't believe that without it DRKs would become unusable (considering increased Reprisal use). In regards to healing - DRKs are a 3.0 class and as such not designed for brand new players. I think it’s okay that they have a higher skill cap to be proficient and a good player would be no more difficult to heal than currently. These changes would give DRKs a greater presence in the OT slot, better burst damage ability, more control over their mitigation, and a more complex and defining play style. Further the change is lore friendly and necessitates minimal need to change or redesign any of their other skills. What are your thoughts? If I am have missed something obvious I apologize. Look forward to reading your thoughts!
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