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  1. #1
    Player
    Truefaith87's Avatar
    Join Date
    Aug 2013
    Posts
    324
    Character
    Tama Seiryu
    World
    Coeurl
    Main Class
    Fisher Lv 80

    For the fellow DRKs out there..

    Posted this small, tiny change in another forum post in general (about 5 pages in by the time i posted this here), but would Delirium be more utilized if we had the ability to make Dark Arts add a different effect to it, without making it some kind of crazy OP skill like most people want? Just something to discuss. IDK if I have any ideas as to what it may be instead, but I was thinking something similar to Storm's Path (10% global damage reduction from the target) for the same duration as the INT down currently is (20sec). Discuss, ideas, opinions?
    (1)
    Leader of Tonberry Assassins <STAB!> of Coeurl, a social & light raiding FC.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Dreams should be allowed to fly as free as the birds in the sky.

  2. #2
    Player
    Truefaith87's Avatar
    Join Date
    Aug 2013
    Posts
    324
    Character
    Tama Seiryu
    World
    Coeurl
    Main Class
    Fisher Lv 80
    And go figure as soon as this is posted I look below it on the job tweeks thread... IGNORE MY IGNORANCE, MORTALS!
    (0)
    Leader of Tonberry Assassins <STAB!> of Coeurl, a social & light raiding FC.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Dreams should be allowed to fly as free as the birds in the sky.

  3. #3
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    The thing is that Path is already OP by itself, which means that the change you propose will push DRK slot way ahead vs PLD for MT slot considering it's a different debuff and stackable with Path unless otherwise stated.
    (0)

  4. #4
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    I'd rather they just have the Sole Survivor PVP debuff function in PVE tbh. A more offensive debuff like that makes sense for drk but that also runs the risk of making it way better than both tanks.
    (0)

  5. #5
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Delirium is your highest potency combo without DA, and so it should be a staple of your rotation, even if you already have a MNK. If you alternate DA-SE and Delerium combos, then you'll have a lot less trouble with your MP.
    (2)
    __________________________
    A dungeon party with two summoners always makes me egi.

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  6. #6
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,338
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    DRK already has a 10% global dmg reduction skill. it is some kind of random and only really in MT position useable, but we have it (on top of the int debuff).
    being able to keep -20% global damage reduction on the boss seems a bit OP.

    when i would change a thing on Delirium then i would put the blunt resistance debuff on it so the monks don't have to use dragon kick themself and probably can increase their dps (don't know much about the monk rotations xD).
    (0)
    Last edited by Tint; 07-25-2016 at 10:46 PM.

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,851
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I actually prefer that Delirium has no DA effect, because then I can pre-cast DA in preparation for an enhanced defensive, AD, or DP. Having Delirium consume it would actually make the rotation feel far more clunky to me, and the DRK generally less fluid or responsive.

    Pipedream-wise, I'd love to retool all three finishers slightly to bring out a more bastardly, dastardly, terrifyingly badass DRK identity, but for now they all seem just fine. I'd just like for Delirium to be able to be present at the same time as Dragon Kick without actually stacking the Int Down effect. It can be annoying when a raid hit goes off that, had the debuff not been removed by DK, Delirium would have been up for. It would also aid any small buffs it might eventually receive.

    If we're still worried about the near-guaranteed WAR slot after that, could always add a tiny something to RoH and Delirium. RoH, for instance, could reduce Evasion, aiding low-accuracy healer damage or being rotateable to allow melee DPS to drop some accuracy in favor of offensive secondary stats, while Delirium reduces hit chance very slightly, somewhat decreasing damage taken over time. In that way, they're each potentially a bit more worthwhile on pure-physical or pure-magical enemies respectively than Path would be. The best option, of course, would be that they each have some, less obvious, usage on the opposite type, as to compete with Path's dual-type effect, but I've no ideas for that yet.

    The only thing I feel like DRK really needs is a way, even if costly, to activate Reprisal from the OT position. There can be swap timings where, no matter who starts, Reprisal may be unavailable when needed. Sole Survivor allowing parry proc sharing while diverting or sharing some portion of your parry chance to/with an allied target is my preferred method. Attach whatever other secondary effects you like, and now you have a interesting, even if inferior, Cover alternative that allows OT Reprisal usage. Oh, and a 30 to 70% reduction to Grit MP cost or some secondary effect added to its cast to warrant both nearly a DA of MP being spent and a whole GCD...
    (1)

  8. #8
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Personally I think delerium should be changed to 10% magic damage reduction (rather than INT reduction) and rage of halone should be changed to 10% physical damage reduction, while storm's path should be 5% damage reduction (both types). Dragon kick and virus should stay INT and STR down so they stack with these.

    10% STR/INT down isn't the same as 10% damage reduction making it less powerful than a straight damage reduction, which makes both effects worse than storm's path even before the fact that they only reduce one type of damage. And for PLD, STR down means it has no effect on ranged damage or ninja's even though they're still physical damage. These changes would normalise the tank damage debuffs to make more sense for their style and with eachother as well as allowing both dragon kick and delerium to work together.

    As for a dark arts effect, nah, to me delerium is the combo we use when we don't have the mp for dark arts or when we want to use dark arts for a buff like dark dance or dark mind without stopping our damage so we don't consume it. I love dark arts and would love to see more use out of it on more moves, but delerium isn't one of them.
    (3)
    Last edited by Cabalabob; 07-26-2016 at 02:27 AM.

  9. #9
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Cabalabob View Post
    Personally I think delerium should be changed to 10% magic damage reduction (rather than INT reduction) and rage of halone should be changed to 10% physical damage reduction, while storm's eye should be 5% damage reduction (both types). Dragon kick and virus should stay INT and STR down so they stack with these.
    Before some people get confused, that is supposed to be Storm's Path. It's plausible to have a lowered effect on Path but it becomes another huge problem if Delirium/RoH are changed to damage reduction, mainly stacking in MNK for that extra -int%. This would mean PLD/DRK/MNK/NIN will become a huge thing for ultimate defense and it only comes with sacrificing a little bit of NIN's DPS for tank's DPS + all the huge mitigation for progressions.

    Note: PLD/DRK will give 10% mitigation for both VS PLD/WAR (15 physical, 5 magical) or DRK/WAR (5 physical, 15 magical). This is especially useful for both balanced party and tanks survival with slightly more emphasis for party assuming SE will design fights that feature both physical and magical damage. Under this circumstance if ever happens, DRK/WAR will only be used mainly for DPS and magical dmg heavy fights (T13 A4S like encounter) and PLD/WAR will only be used for physical dmg heavy fights (T4 T5 T9 A2S like fights).

    Of course it remains to be seen how this will pan out and it's not a fair assessment to judge too early, just some thoughts on my part.
    (0)
    Last edited by Sarcatica; 07-26-2016 at 02:32 AM.

  10. #10
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Sarcatica View Post
    Before some people get confused, that is supposed to be Storm's Path. It's plausible to have a lowered effect on Path but it becomes another huge problem if Delirium/RoH are changed to damage reduction, mainly stacking in MNK for that extra -int%. This would mean PLD/DRK/MNK/NIN will become a huge thing for ultimate defense and it only comes with sacrificing a little bit of NIN's DPS for tank's DPS + all the huge mitigation for progressions.
    Yes path, I always get those mixed up, war is the tank I play the least, changed it.

    As for MNK becoming the most taken. Maybe if they lowered it to 5% INT reduction instead of 10%. Then DRK/WAR/MNK would be 20~% magic reduction 5% physical reduction. PLD/WAR/MNK would be 15% physical 10~% magical. PLD/DRK/MNK would be 10% physical 15~% magical. That way each setup would be better for different scenarios where you need to be more defensive. And I don't see that as an entirely bad thing, MNK lacks synergy with anyone at the moment being the only blunt DD and having a non-stacking debuff. Having a stacking INT debuff and mantra would set MNK up as the defensive synergy DD.
    (0)
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