


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.
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.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.
Buuut i dont really play DRK much so could be wrong........
Also never have this problem in DF since i am usually on AST![]()


I don't see Awareness here. Nullifies critical auto attacks for the duration. Very good to pair with Raw Intuition for WAR.

oh ok, thx


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

It's good for ASTs to recognize Darkside so they aren't wasting an Ewer trying replenish DRKs MP.

Also, did Shield Oath get a defensive buff? It reduced damage by 20% not 25, unless I missed a patch note somewhere O.o

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)
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