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  1. #1
    Player
    DarkmoonVael's Avatar
    Join Date
    Feb 2014
    Posts
    1,014
    Character
    Darkmoon Vael
    World
    Cerberus
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Laurima View Post
    Also add Blood Price for Dark Knights with the note that when it's up IT'S NOT TIME FOR WHITE MAGES TO START THEIR HOLY SPAM! >< LOL
    From a healer perspective i can deal more damage with that holy spam than a DRK can with its mana from bloodprice. Maybe wait until stun has worn off then bloodprice?
    (1)

  2. #2
    Player
    zuzu-bq's Avatar
    Join Date
    May 2015
    Posts
    901
    Character
    Zuzu Belloq
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by DarkmoonVael View Post
    From a healer perspective i can deal more damage with that holy spam than a DRK can with its mana from bloodprice. Maybe wait until stun has worn off then bloodprice?
    Pretty much this. I play WHM and DRK on dungeons and the best is just wait stuns to wear off since you'll still get all your mana back anyways. I normally use my Blood Price when second holy hits since there is a gap in stuns between second and third unless Swiftcast is used. Its more of DRK responsability than WHM, I think. But yeah, it could be a nice addition to the chart anyways.
    (0)

  3. #3
    Player
    Normalizer's Avatar
    Join Date
    Aug 2014
    Posts
    170
    Character
    Esmond Rainer
    World
    Odin
    Main Class
    Scholar Lv 70
    Quote Originally Posted by DarkmoonVael View Post
    From a healer perspective i can deal more damage with that holy spam than a DRK can with its mana from bloodprice. Maybe wait until stun has worn off then bloodprice?
    I don't know for sure if this comparison is right. Since the drk need mana for many of their skill for holding hate too, not only for doing damage (especially Unleash, Unmend, Grit, Dark Art). Well you can argue good DRK won't need it, but on DF we have to assume the worst, and some might run out of mana and he will have to wait before next pull.
    (1)

  4. #4
    Player
    DarkmoonVael's Avatar
    Join Date
    Feb 2014
    Posts
    1,014
    Character
    Darkmoon Vael
    World
    Cerberus
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Normalizer View Post
    I don't know for sure if this comparison is right. Since the drk need mana for many of their skill for holding hate too, not only for doing damage (especially Unleash, Unmend, Grit, Dark Art). Well you can argue good DRK won't need it, but on DF we have to assume the worst, and some might run out of mana and he will have to wait before next pull.
    I was under the impression that for a mass pull mana is used for dark arts-dark passage (laser beam of doom) and throwing lots of sea urchins at things (abyssal drain......is that the one?). So i am kind of guessing its more about increasing the damage from the DRK rather than just straight up hold hate as you can use angry insect chorus thing (flash equivalent) to just hold hate. If this is the case, WHM holy spam at start can probably do more dps than the difference the DRK wil make with dark passage and sea urchins.

    Buuut i dont really play DRK much so could be wrong........

    Also never have this problem in DF since i am usually on AST
    (0)

  5. #5
    Player
    bounddreamer's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    1,598
    Character
    Talya Stormbreaker
    World
    Lamia
    Main Class
    Warrior Lv 70
    I don't see Awareness here. Nullifies critical auto attacks for the duration. Very good to pair with Raw Intuition for WAR.
    (1)

  6. #6
    Player
    Paramedicus's Avatar
    Join Date
    May 2016
    Posts
    11
    Character
    Paramedicus Curage
    World
    Cerberus
    Main Class
    Conjurer Lv 55
    oh ok, thx
    (0)

  7. #7
    Player
    Lyrica_Ashtine's Avatar
    Join Date
    Dec 2013
    Posts
    1,132
    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    Shield Oath doesn't reduce damage by 25%. It does take 25% more damage to kill one in shield oath, but that's a different story.
    Hallowed Ground being described as "immortality" isn't correct. Holmgang would fit closer to the description of immortality as they're still taking damage, but do not die as the effect is in place.
    Holmgang doesn't always bind the target if said target is immune. It does root the user to it's current position, however.

    Some inconsistencies such as DMG or DD and some skills having untraited/traited references (Convalescence for example) while others are listed as traited by default
    (1)

  8. #8
    Player
    GeekMatt's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    403
    Character
    Stormageddon Oath
    World
    Brynhildr
    Main Class
    Gladiator Lv 90
    It's good for ASTs to recognize Darkside so they aren't wasting an Ewer trying replenish DRKs MP.
    (1)

  9. #9
    Player
    GeekMatt's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    403
    Character
    Stormageddon Oath
    World
    Brynhildr
    Main Class
    Gladiator Lv 90
    Also, did Shield Oath get a defensive buff? It reduced damage by 20% not 25, unless I missed a patch note somewhere O.o
    (1)

  10. #10
    Player
    Paramedicus's Avatar
    Join Date
    May 2016
    Posts
    11
    Character
    Paramedicus Curage
    World
    Cerberus
    Main Class
    Conjurer Lv 55
    ok, ty for tips.

    mostly used original descriptions now; for rest i dont have better idea atm (maybe i just want to keep them too short).

    added skills and fixed % in shield oath (no idea how i got it wrong)
    (1)

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