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  1. #14
    Player
    Claymore65's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    163
    Character
    Cress Valorblade
    World
    Mateus
    Main Class
    Dark Knight Lv 70
    I'm underwhelmed by the Job changes for Dark Knight. While our total DPS might end up fine (Bloodspiller, the 5% increase on Darkside, and the blood gauge in general might make a huge difference), I feel like none of the changes addressed any of the existing problems with Dark Knight, in favor of simply adding a gauge similar to the Warriors Inner Beast gauge (offering a Fell Cleave, Decimate, and a MP restore option), except we interact with it less.

    In terms of problems to address:
    • Living Dead is still the hardest to use "Emergency" option, requiring the most Healer intervention to be effective and proving useless without lots of coordination
    • Our AOE situation, while strong, is a mess. We already had superfluous skills with both Unleashed and Abyssal Drain, which would have been excellent contenders for a combine, but instead they made one completely useless. While Quietus might be fun, it doesn't feel especially necessary.
    • The Power Slash combo still feels terrible to use. You not only lose out on a significant amount of potency, but also MP restore and health. In fact, it got even worse, since Power Slash doesn't provide additional Blood Gauge like Souleater does. Adding some MP restore or some other effect would have made it not feel so gross.
    • Stance Dancing is still awkward. Between the GCD and MP cost, going in and out of Grit doesn't feel right. Perhaps outgoing damage will drastically increase in Stormblood, encouraging us to just stay in Grit, but considering Blood Weapon is still unusable while in Grit, we're seemingly encouraged to drop out of it as well.
    • Dark Mind is now pretty much the only major Tank Cooldown focused on a particular damage type. While it still seems useful, it just seems odd after Paladin got effective against all damage types, and Warrior always was.
    • Aside from the old Delirium and Reprisal (which all tanks have now), Dark Knights always struggled to provide additional utility when not in the Main Tank role. While Blackest Night might provide some of that, they still feel lacking. Some kind of damage buff (possibly Sole Survivor?) might give us a real edge.

    I'm not confident that Dark Knight is in a bad spot exactly, as "Blackest Night" seems to have a lot of utility, our DPS might end up fine (and the final potencies are still under revision), and the Darkside drain will make MP management easier, but I don't feel like our previous issues were addressed. Considering how phenomenal the Paladin changes are, fixing their major weaknesses while further emphasizing their Holy Knight identity, Dark Knight seems to have received very little attention.
    (6)
    Last edited by Claymore65; 06-08-2017 at 03:25 AM.

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