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Thread: 3.4 DRK BUFF

  1. #21
    Player Vaeria's Avatar
    Join Date
    Mar 2014
    Location
    Bastok/ S. Gustaburg...now and always.
    Posts
    402
    Character
    Devil Panzerfaust
    World
    Excalibur
    Main Class
    Archer Lv 80
    Could save a life, allow a catchup, or just give the healer some time to breathe lol. Not all bad.

    Seriously though...when I heard drk was getting buffed, I was thinking along the lines of:
    Whose Yer Daddy of Darkness: Depletes Max hp by 70%+ Nullifies Living Dead for duration but autoattack x3/ AA+skill damage +65% for 20 secs. (gives off a super demonic black aura) OP maybe but ffs, the job comes with a sexy g-sword ; ; Give it something that makes the @50% hp healer poop her pants the same way she does when the enemy mch suddenly binds her
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    Last edited by Vaeria; 09-27-2016 at 05:17 AM.

  2. #22
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by P4X0R10N View Post
    Exactly. Drks don't need utility in the form of crowd control imo.

    Healing debuff is the way to go.
    I'd rather have Bind than a healing debuff... This potentially lets me lock a healer down in a similar way to Paladin, the healer can try and remove Bind, but I've got a few tools to mitigate that and even if they're successful, I can just reapply it and then finally throw out a Stun... It's not Stun lock, but it's the next best thing IMO... Should be what, 8~10 seconds worth of holding there? Throw Sole Survivor out on the DPS before hand and lock the healer down when LoS is broken and I either have a kill for my team, or shit DPS.

    It also has plenty of utility in a retreat situation, which currently Dark Knight just completely lacks in... So many times I've had my team retreat and I'm just able to do nothing, Heavy arguably does something, but with gap closers being a thing it really doesn't... Instead I usually just toss out the odd Stun, hope Blind does something, and watch my team get melted... Having a Bind is a great addition for those situations...

    Quote Originally Posted by Vaeria View Post
    Give it something that makes the @50% hp healer poop her pants the same way she does when the enemy mch suddenly binds her
    I'd say our burst can already do this... Problem is very few Dark Knights know how to burst properly... Christ, half the ones I see actively use Abyssal Drain for some reason... A lot attempt to keep up the pressure with the odd Dark Arts Souleater, and that's certainly possible (and the ideal IMO, better than sitting on full MP between bursts), but I really need all my MP for a burst, including Blood Weapon half the time... Short of either a MP cost reduction on Dark Arts, or some kind of adjustment that gives Dark Knight more MP to play with (Manadraw pleaseeeeee, or make Blood Price worth a damn), I don't think we'll ever see many good Dark Knights...
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    Last edited by Nalien; 09-27-2016 at 06:13 AM.

  3. #23
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    That's true.
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  4. #24
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Well, I like this change... Very useful for retreats, although good luck getting a team that actually has the common sense to fall back... Reasonably useful in combat, though very situational and I imagine healers will eventually adapt and stop letting me stick them out of range of their team...

    My main concern with it seems justified though, but I perhaps just need more time to get used to it... MP management is more of a problem now, even if I adjust to having Unleash for Bind, that's MP that would otherwise go towards damage and I've definitely noticed a dip in my damage since getting this... It's really long overdue that they look into MP recovery on Dark Knight in PvP... Just make Blood Price function like Shroud of Saints/Luminiferous Aether and be done with it, maybe adjust Dark Arts or Grits cost... We're never going to see many good Dark Knights so long as MP management is as punishing as it is, and even the great ones don't really hold a flame to Warrior, which is far simpler to play... Someone over at SE could probably do with learning how to balance skill requirements and Job output...
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  5. #25
    Player
    Mirch's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    810
    Character
    Mirchea Luslec
    World
    Odin
    Main Class
    Conjurer Lv 70
    1 on 1

    melees & tanks pop their offensive cooldowns, DRK uses unleash, gets some distance, runs away, GG offensive buffs lol
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