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  1. #21
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Blackest Night could stand to last a few seconds longer, but is otherwise a solid ability.

    Delirium's effect should change or be supplemented. I'm not entirely sure what, only that in most cases, at least while Tunk stance, it's basically "Do I delirium and use a weaponskill later or do I weaponskill now?" Blood Weapon at least has the DPS, TP, and huge Mana Restore to make it worth using there.
    (0)

  2. #22
    Player
    Age_of_Oblivion's Avatar
    Join Date
    Jun 2017
    Posts
    65
    Character
    Aetherius Lune
    World
    Leviathan
    Main Class
    Dark Knight Lv 72
    The only changes I would make to DRK, imo, would be to swap Delirium and Bloodspiller, so that BlackBlood felt impactful at 62; and I would tweak Blood Price. I think it should be given a stacking on-hit damage mitigation alongside the tiny mana regen. Let's say 1%. If you do a wall-to-wall pull and pop that with nine adds (for round numbers), you get wrecked on the first hit. Next hit you take 9% less damage. Then 18%. Then 27%. Suddenly BP is worth hitting and Delirium is a critical defensive cooldown. Dark Knight gets to be the mosh pit tank that Fray wanted it to be, it has an identity. Lower level mitigation becomes less painful and healers stop crying when they see a DRK tank. Since DRK would be incentivized to pull huge mobs, DA DP would become a more relevant ability as opening mitigation, ans DAAD gets stronger. Hell, Quietus might see use too.
    (0)

  3. #23
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    The three biggest standouts to me are as followed:

    Dark Passenger is worthless
    It goes without saying at this point, yet I feel we need to keep beating this horse. There is virtually no scenario where you would ever want to use DP, nevermind Dark Art-ing it. If they wanted to nerf aoe damage, then give it diminishing returns per target. The MP cost however, needs to be reduced or we may as well remove DP from our hotbars.

    Blood Price sucks
    Considering the devs clearly want to better incentivize tank stance, it utterly baffles me they would neuter the effectiveness of Blood Price-- to the point I want to drop Grit more so for Blood Weapon than the damage buff. In that sense, they have failed to incentivize the very thing they were aiming for. Keep it locked behind Grit, but the MP regen needs to improve, especially given how dependent DRK is on Dark Art-ing everything now.

    Unleash nerf
    This just seems odd to me. All this accomplishes is prioritizing Abyssal Drain even more. Not a big deal overall, but simply one of those "huh?" moments.
    (2)

  4. #24
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Nivarea View Post
    when using Bloodspiller is a minor DPS loss.
    /sigh...no, it's not
    (0)

  5. #25
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Well we did lose foresight, while not the greatest of mitigations did give us a nice defense buff which had additional benefits from protect.

    Also, based on the first two ex primals it appears that grit is only necessary for building our initial aggro lead, as was the case in HW. So I'm very underwhelmed by the bloodspiller ability in grit since I have yet to use it as such. But savage could prove everyone wrong.
    (0)

  6. #26
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Using TBN to use bloodspiller is a dps loss. Bloodspiller on its own is always a dps increase.
    (0)

  7. #27
    Player
    Dauntess's Avatar
    Join Date
    Jun 2017
    Posts
    48
    Character
    Dauntess Vladynfall
    World
    Midgardsormr
    Main Class
    Miner Lv 90
    3.0 DRK was perfect. Good DPS, good tanking ablilty, good utility. I think to make it "easier" for peopl they should have made blood price better against one mob or make blood weapon usable in grit, but nerf its potency, duration or recast as a downside.

    I'm now leveling PLD to 70 and it has a lot of the elements that DRK lost that made it fun, debuffs and procs. So, what I'd like to see, I know it's not gonna happen, a debuff, a DoT and a 3rd combo added back. Basically, reprisal, scourge and delirium back. Now, realistically, just start with BS, Q coming off of GCD and remove SS from DA. I absolutely hate that DA can be applied to SS.
    (0)

  8. #28
    Player
    Nivarea's Avatar
    Join Date
    Dec 2015
    Posts
    73
    Character
    C'lhen Madder
    World
    Moogle
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Reynhart View Post
    /sigh...no, it's not
    I said it baddly, I was thinking about using TBN on CD to use a bloodspiller after, like Chrono is saying. ^^' My bad, said as it was, yup it was wrong. X)
    (0)

  9. #29
    Player
    Dauntess's Avatar
    Join Date
    Jun 2017
    Posts
    48
    Character
    Dauntess Vladynfall
    World
    Midgardsormr
    Main Class
    Miner Lv 90
    Anyone else think that TBN needs to activate quicker? I can't count how many times a boss starts casting a tank buster and gets it off before TBN can activate. I never had any issues with other cool downs, just TBN.
    (2)

  10. #30
    Player
    Ash_'s Avatar
    Join Date
    Jul 2015
    Posts
    275
    Character
    Ash Arkwright
    World
    Asura
    Main Class
    Rogue Lv 100
    @ OP; I can only agree with you completely, you have the exact same thoughts as me in regard to missing skills, nerfs and even missing animations. I've only done a few things with DRK since SB, and I just don't have the energy or excitement to level it. And tanks should be exciting to play as, to encourage more players to play as tanks.

    My wish list;
    - Bring back shadowskin and its animation. Each tank class should have at least 2 job based defensive cd's below lvl 60, in addition to the role ability. I am not a fan of what they've done with role actions overall. If the action is absolutely integral to the class, then it should be a job skill.
    - I miss scourge. Bring it back. I keep hitting this empty space on my cross bar from muscle memory.
    - Restore dark passenger or delete it.
    - Give us back the original sound effect for Reprisal. It was glorious... now it sounds so meh.

    Final thought: In trying to reduce ability bloat, SE only created more work for themselves to fix things.
    (2)

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