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  1. #1
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Lyth View Post
    snip
    My expectations at this point are that they will buff drk and not nerf the others, but you seem to suggest/believe otherwise. If PLD's DPS and WAR's cool downs are overtuned/need dialing back, what is the argument for not simply buffing DRK?

    Too many people suggest zany ideas SE has given us no precedence for. I don't trust SE to balance anything through nerfs tbh.
    (2)
    Last edited by SyzzleSpark; 07-08-2017 at 04:18 PM.

  2. #2
    Player
    Mattiux's Avatar
    Join Date
    Dec 2013
    Posts
    88
    Character
    Mattiux Black
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    By now Dark knight got an inferior kit if compared withe the Paladins one. Ignoring the shared skill we got this situation:

    PLD
    Sentinel
    CD: 180s Reduces damage taken by 40%.
    Duration: 10s

    Drk
    Shadow wall
    Cd: 180s Reduces damage taken by 30%.
    Duration: 10s




    PLD
    Cover
    Take all damage intended for another party member, suffering only 80% of it.

    Drk
    No party utility comparable with cover





    PLD
    Bullwark: Increases block rate by 60%.

    DRK
    Dark Mind: Reduces magic vulnerability by 15%.
    Can only be executed when succumbing to the Darkside.
    Dark Arts Effect: Increases magic vulnerability reduction to 30%
    Cost us resources to work full potential, while only lowering magic damage. Block rate now works for both damage





    PLD
    Hallowed Ground: Renders you impervious to most attacks.

    DRK
    Living dead When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead.
    Living Dead Duration: 10s
    While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, you will be KO'd.
    This is Hilarious. HG plain reduce all damage to 0. No downside,
    at the the end of it you are full HP and healthy.



    PLD
    Sheltron: Blocks the next attack.

    Divine Veil:Upon HP recovery via healing magic cast by self or a party member, a protective barrier is cast on all party members within a radius of 15 yalms.
    Barrier Effect: Prevents damage up to 10% of your maximum HP

    Clemency:Restores target's HP.
    Cure Potency: 1200
    Additional Effect: Restores to self 50% of HP restored to target if target is a party member

    Passage of arms: Increases block rate by 100% and creates a designated area in a cone behind you in which party members will only suffer 85% of all damage inflicted.


    Drk
    No party or self utility comparable with those




    PLD
    Intervention: Reduces target party member's damage taken by 10%.
    Additional Effect: Increases damage reduction by another 50% of the effect of Rampart or Sentinel if either are active.

    Drk
    The Blackest NightCreates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.

    The only skill ahead in the drk kit. However using it during trash is a huge waste of mana

    Didn't mentioned Dark passanger blind effect 'cause the mana cost isn't affordable.

    i can deal with a dowside either in the party utility, mitigation or dps. But right now we are behind in all three sides.
    (4)