Basically DRK is 100% inferior to PLD in every way, and this is what SE needs to fix.
Basically DRK is 100% inferior to PLD in every way, and this is what SE needs to fix.
Terrified ? Seriously ? You are terrified to use your best skill ?There is a high amount of risk associated with it. I know I am terrified of using it and not having to break to the point I only use it under 2 circumstances:
1. A Bona-fide tankbuster
2. Large trash pulls
Using the STR right side really helps make it pop more consistently.
Personnally, I'm using it ALOT. I've wasted just a few sometimes when I'm not totally used to a combat. But In Susanoo, it needs just 2 Auto-attack to break it, even if I'm main tank, and since Reprisal comes back for every tank buster, I can time how many TBN I do before keeping it for tank buster. (And I'm using VIT accessories)
In Omega story, same easy to break, just have to know the fight or pattern when Boss are doing there "no damage" skill. It's a bit harder on 3rd and 4th but I did those fight only once yesterday.
It's even more easier when you put it on someone else than you (main tank or DPS/heal with a target) and really up how many Bloospiller you do and so your DPS.
I'm also using it on pull and have 50 Blood right away to extend either Blood Price or Blood Weapon. It works really well.
And if it doesn't break, well it means you are taking 0 damage during 5sec against your ennemies. (Or the boss is changing phase or doing no damage. :P)
Last edited by Arek; 07-05-2017 at 06:27 PM.
You definitely have to use it a lot, because for 70 seconds out of every 90s it is literally your sole source of mitigation in physical fights. And now its at least a surefire DPS gain so long as it pops, so there's that.
Someone earlier in this thread mentioned folding Dark Dance's effect into Dark Mind, and it gave me an interesting thought:
Basically, remove DM's current DA effect, since 15% is often sufficient, and make its new DA effect to add a -15% physical vulnerability down. So if you DA it, it doesn't get stronger percentage-wise, but it becomes usable on physical damage as well as magical. I would take this over an additional 15% magic mitigation that frequently isn't needed any day of the week.
TBN is great, especially when it breaks. Our kit as a whole appears to be lacking a bit however. I'm ok with lacking some mitigation provided it comes with a payoff in dps, this is the Lore of dark knight sacrificing defense to gain attack. However we don't have the dps the others do, it's not making a lot of sense.
DPS is not a tanks job anymore, and they changed tanks accordingly. Its by design.TBN is great, especially when it breaks. Our kit as a whole appears to be lacking a bit however. I'm ok with lacking some mitigation provided it comes with a payoff in dps, this is the Lore of dark knight sacrificing defense to gain attack. However we don't have the dps the others do, it's not making a lot of sense.
if they wanted to change it by design then they needed to COMPLETELY rework how tanks play. in 3.x all of the tanks got mostly skills that were used to deal extra damage (Fell cleave, Goring blade, Royal Authority... the list goes on). so they cant simply just reduce the ammount of damage we do and say "you're not supposed to be suplementing dps anymore" without changing our kits. Other MMOs have tanks that play around CONSTANTLY fighting to keep agro, and constantly mitigating damage and not just the occasional tank buster. ofcource such a change in FF14 would require all the tanks being reworked, rework how enmity works AND change EVERY SINGLE FIGHT IN THE GAME to the new way that tanks work, which ofcource is not feasible.
Bottom lines is that if SE wants tanks to do their main role and nothing else skills like fell cleave, dps stances like sword oath and deliverance, and things like Fight or Flight or Berersk would need to be removed.
2.0 Veteran from 2013. Just looking to be helpful. DRK is Love, DRK is life.
(Ignore the levels on my character card, the tool i used to make it hasn't been updated for 4.0)
It's by design to have one tank 10% behind the other two? That sounds like bad design. It's not like the OT sits in the corner waiting for the next tank swap or add to pop.
Tanks are still doing 50% of a dps at least. If you think groups won't look at two tanks equaling out to one extra dps then I don't know what to tell you. Ask yourself this, if you had a choice between two tanks,
a) one mitigates more, provides group protection, self heals, and brings 200 dps more
b) mitigates less, brings little group protection, few self heals, and brings 200 dps less
Which tank will you take? This is the position dark knight is in currently.
Last edited by Chrono_Rising; 07-05-2017 at 10:23 PM.
On offense side what about not adding scourge effect to SE, but simply adding Scourge (Similar style to Goring Blade) to the Syphon Strike combo, the other two tanks get 3 combo enders but DRK gets 2. Possibly removing Bloodspiller and Quietus or at least Quietus off GCD, would allow us to avoid losing resources on its cast. Reduce DP mana cost, and buff potency, and if Blood Price could just give more mana would be great.
Blood Price needs some kind of mitigation or increased healing ability that isn't too powerful for the 16 second Delirium extension
I actually like the idea of dark arts applying Scourage on bloodspiller rather than giving bonus potency.On offense side what about not adding scourge effect to SE, but simply adding Scourge (Similar style to Goring Blade) to the Syphon Strike combo, the other two tanks get 3 combo enders but DRK gets 2. Possibly removing Bloodspiller and Quietus or at least Quietus off GCD, would allow us to avoid losing resources on its cast. Reduce DP mana cost, and buff potency, and if Blood Price could just give more mana would be great.
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