Less Defence CD's? Too much MP? The blackest Night is your friend.
Less Defence CD's? Too much MP? The blackest Night is your friend.
hmmm, I seem to always have mp problems as I switch out of grit as fast as possible to cause as much damage as I can......There are rotations where all im doing is getting mp back because of blowing the load, then when its somewhat recovered, its gone again. I agree its boring at first, but the difference between a good damage dealing drk and a crummy one is a big one. I am neither bad, nor good. Im still trying to figure out the correct pace of DPS for drk without draining all my mp.
Kuro Moon
BLM-AST-DRK ////Omni Crafter//
Once you know how to play around the old mechanic was just a minor annoyance that added nothing to the gameplay outside of a fake "complexity". I prefer the current version, is much more active and you still need to plan your mana pool.
This is my feeling, too - except that I'm not altogether convinced that it's much less punishing. The game just doesn't tell you in no uncertain terms that you messed up like it used to, so people come away thinking "I did a great job!" Because Darkside never fell off or because they always had MP or because it felt like they used Dark Arts a lot.
Currently, if you ever do a Syphon Strike with full MP, you're losing more than half the DPS you used to lose if Darkside fell off for a combo.
If you go into a Trick Attack window with fewer than 2 Bloodspillers and 3-4 Dark Arts (because you're too busy going "this class is brainless" and spamming DA/BS) you've done the same.
Both of those are a lot more common than dropping Darkside - it's just less obvious that you've made the mistake.
i disagree that this change is needed. Back in 3.x i saw so many DRKs in DF put on darkside at the start of a duty, then loose it after one trash pull and never put it back on, or DRKs that refused to put it on because "it made mana management hard".
There is a difference between skill floor and skill ceiling. I think this change was perfect for lowering the skill floor but at the same time they only slightly raised the skill ceiling imo, if people want added complexity they should add it elsewhere, and besides DRK is already one of the most complicated tanks, and the lowered complexity of all the tanks in general is obviously for a reason, if they've designed future fights around this particular iteration of tank complexity then making them more complex will simply widen the gap again between the hardcore and the midcore players.
There is rarely a simple solution for this kind of thing, but i don't think this is it.
you can say anything about new drk, except is braindead.
For me personally its harder now to play optimally than it was in 3.x.
TBN usage, BW+delirium window, AND mana managment, most people get fooled by think drk now drown in mana, when outisde BW+Del combo and out of grit your mana regen is kinda garbage, but people still go arund DAing everything and their mother until they are dry on mana and there is no way to get it back fast, fucking your TBN usage and bloodspiller window (cause if you are dry on mana, bs will just add insult to injury as it delays mana combo).
But like Crater said, people dont really have a clear visual/hint that they fucked up, like in 3.x. They are more like: "darkside is up, im out of mana... everything is good"... sometimes they dont even notice TBN doesnt trigger or trigger with blood capped or near it.
I think drk need some tweaks and little buff in general, but saying the job was more complex is just not true.
Last edited by ExLegen; 07-07-2017 at 09:50 PM.
I'd rather leave the MP drain out and just have more GOOD weaponsskills that uses both MP and the blood gauge
As a veteran of the series as a whole, I noticed immediately that DRK took a lot of elements from the Mystic Knight/Rune Fencer Job. It's an older Job dating back to FFV, long before DRK became truly defined, a Job which fought by enchanting their weapons with various spells, usually from the black magic spell pool. Dark Knight in FFXIV isn't a far cry from that, and that may have been what they were trying to evoke with the change. I still dislike it though!
Just a point of note: DRK was defined in FF4. Technically Leon in FF2 was a DRK, but the role wasn't really defined back then. The main character, Cecil, was a Dark Knight. And he was pretty much the definitive design of what a DRK is supposed to be. A tough, high damage dealing job that sacrificed HP to deal even more damage.
The FFXIV DRK is actually much closer to the original DRK design (Cecil) than any other role, including Magic/Mystic Knight and Fencer. FFXI was close, but DRKs were way too squishy to really be what a DRK was intended to be.
Request like these is the reason SE should close forums!! WOW like seriously I don't want to diss the guy who made this in fear of getting blocked but seriously like SERIOUSLY
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