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  1. #1
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by QuellaSteelborn View Post
    I have to DA power Slash a few times on bosses to make sure that I wont lose aggro to them.
    Did you check how much enmity you generated with that? i noticed yesterday that doing single RoH combo in a tank stance gave HUGE amount of enmity, SAM was like 10% off pulling hate but one combo cut that enmity bar almost in half.
    (1)

  2. #2
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    It feels akwardly wrong to *never* use the aggro combo past the pull. As a WAR, it's a straight up loss since storm's path gives 20 gauge instead of 10, allowing for more dps in deliverance stance, and more mitigation in defiance stance (or more aggro in AoE fights). As a PLD, I am still confused as to why we have an aggro combo at all since it doesn't have any benefit anymore in 8 man content (shirk easily does the job of enmity control if the off-tank isn't sleeping) and is barely useful in 4 man content (securing aggro in case you're fucking up or the dps is going rampage on a single target in AoE pulls).

    I still have to find a use for oath gauge, since Shelltron is barely useful as it is (tank busters, maybe?) and the other skill I have for now (lv65), Intervention? or something, has zero use as main tank for the content I've seen so far.


    Oh yeah, and I will deeply miss flash as a WAR. my pulls feel so weird now that I can't just take all rounder aggro and porition myself before overpower spam kicks in
    (2)

  3. #3
    Player
    Judgebanks's Avatar
    Join Date
    Jun 2017
    Posts
    2
    Character
    Tony Dancer
    World
    Zalera
    Main Class
    Dark Knight Lv 70
    As DRK I would like some aggro and mp please. AoE is awful despite us having the most AoE skills out of any tank. Also I just now feel like I've closed the damage nerf gap. Living Dead is still terrible.
    (0)

  4. #4
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Drk feels fine but I keep trying to hit scourge ;_; & mp seems near unlimited for some reason...blood price was nerfed a bit much though. I mean 1/4 regen is pretty rough.

    Pld feels pretty fantastic now but the button bloat is real.

    War I have really played since 4.0 launch because it's so samey minus the fun self sustain.

    Aggro is definitely a bit harder to maintain.I remedy this by equipping a 270 STR accessories set occasionally depending on who's healing, or always for bosses(no regrets). Not to mention your damage increase is bonkers.You lose 9K hp but gain several hundred dps. I am almost outdamaging BIS ranged on my PLD without slashing debuff o.o I had forgotten how potent STR tanking was -evil laugh-
    (0)

  5. #5
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    DRK feels incredible at 70. It feels as fast as ever, and definitely has come into its own. The resource management is a lot of fun, and the interaction between Delirium and Blood Weapon/Price is really interesting and has a lot of complexity to it. TBN, quite frankly, is one of the best defensive abilities that I've used, and kind of feels like an on-demand mini-Hallowed. I would definitely reserve judgement on the jobs until you reach max level.

    Part of the problem is that with the old (primarily parry based) abilities removed, it initially feels lackluster. But you really have to have all the pieces together to see what they were trying to do with the job. This feels so much better than the old DRK.
    (11)

  6. #6
    Player
    Jimsvaliant's Avatar
    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    69
    Character
    James Malice
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Lyth View Post
    DRK feels incredible at 70. It feels as fast as ever, and definitely has come into its own. The resource management is a lot of fun, and the interaction between Delirium and Blood Weapon/Price is really interesting and has a lot of complexity to it. TBN, quite frankly, is one of the best defensive abilities that I've used, and kind of feels like an on-demand mini-Hallowed. I would definitely reserve judgement on the jobs until you reach max level.

    Part of the problem is that with the old (primarily parry based) abilities removed, it initially feels lackluster. But you really have to have all the pieces together to see what they were trying to do with the job. This feels so much better than the old DRK.
    I'm having fun a lot of fun managing blood weapon, delirium, and bloodspiller. I think they could drop the blood cost of Quietus to 25 and make it oGCD. They also need to do something about blood price.

    Delete Dark Passenger.
    (0)

  7. #7
    Player
    Noza's Avatar
    Join Date
    Aug 2016
    Posts
    3
    Character
    Nozarashi Yaiba
    World
    Zodiark
    Main Class
    Paladin Lv 60
    Reached 70 yesterday with DRK, my feelings :







    btw very fun to play (RIP scourge... and MP)
    (0)

  8. #8
    Player
    Fernosaur's Avatar
    Join Date
    Jan 2016
    Posts
    711
    Character
    Hazel Korhonen
    World
    Hyperion
    Main Class
    Paladin Lv 80
    I've noticed that levelling dungeons hit unexpectedly hard, though iirc it was more or less the same in Heavensward. I suppose once we overgear them they won't feel as menacing, but the damage output feels... new. That said, I have had a lot of stance dancing opportunities in trash pulls. Combining Rampart with Anticipation and Awareness mitigates a surprising amount of damage, and Anticipation is up for pretty much every pull in a dungeon. Susano was kicking the shit out of me in NM, though, LOL. The first damage spikes at the beginning of the fight were unexpected.

    Quote Originally Posted by Lyth View Post
    DRK feels incredible at 70. It feels as fast as ever, and definitely has come into its own. The resource management is a lot of fun, and the interaction between Delirium and Blood Weapon/Price is really interesting and has a lot of complexity to it. TBN, quite frankly, is one of the best defensive abilities that I've used, and kind of feels like an on-demand mini-Hallowed. I would definitely reserve judgement on the jobs until you reach max level.

    Part of the problem is that with the old (primarily parry based) abilities removed, it initially feels lackluster. But you really have to have all the pieces together to see what they were trying to do with the job. This feels so much better than the old DRK.
    I'm really happy to hear you're having fun. I don't know if others will agree, but I always look to your posts for more neutral information and opinions, so seeing you enjoying the job when everyone else is despising it, and also seeing you trying to get a more grounded look at it is refreshing.

    As for me, I'm enjoying Palading quite a bit. I've only gotten to 66 so far, and while I agree Sheltron and oath generation in ShO isn't stellar until you get Holy Spirit, it really isn't too much of a problem. I've given Intervention some nice uses in dungeons and the one Trial I've been in, so I'm really happy with the skill. I'm still trying to figure out what is best to do in ShO, if spamming Holy Spirit by abusing the amounts of oath gauge you generate with it or sticking to the old combos. That said, I've only actually had the chance to properly play PLD in one day, since I was stuck in Rauhbann EX for all of Friday and Saturday. I guess it won't take long before we make up a good optimal rotation that takes everything into account.

    PvP is really fun with all three of the tanks. They all bring something unique to the table and they're all really fun to play. Hopefully the simplicity of PvP won't make it stale too quick.
    (2)
    Quote Originally Posted by Lyth View Post
    In 3.x, Cover was useless and everyone wanted a gap closer. In 4.x, gap closers are useless and everyone wants Cover.

  9. #9
    Player
    Dosito's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    31
    Character
    Sterrmann Opf'goht
    World
    Odin
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Lyth View Post
    DRK feels incredible at 70. It feels as fast as ever, and definitely has come into its own. The resource management is a lot of fun, and the interaction between Delirium and Blood Weapon/Price is really interesting and has a lot of complexity to it. TBN, quite frankly, is one of the best defensive abilities that I've used, and kind of feels like an on-demand mini-Hallowed. I would definitely reserve judgement on the jobs until you reach max level.

    Part of the problem is that with the old (primarily parry based) abilities removed, it initially feels lackluster. But you really have to have all the pieces together to see what they were trying to do with the job. This feels so much better than the old DRK.
    Thank you for this, light at the end of the tunnel!
    (0)

  10. #10
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Xerxus___ View Post
    Since i did not reach Doma yet and I put my WAR
    I been doing big pulls and still tanking in sword oath on pali loving the aoe
    (0)

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