


Don't speed run/don't do big pulls and you won't get kicked.
I have been 70 on my DK for a very long time now and have never been kicked on any roulette, I don't ask parties though if they are good with big or small pulls, I just start with the first pull in a dungeon to gauge the group DPS and healing then go from there accordingly. Always get lots of commendations and complements. What you are going through right now I have never seen before and that sucks man, sorry to hear it. I am so confident on all content on my DK though that there should be no problems in PUG groups. That said though when it comes to all of us results may vary depending on server and cluster.


if the DDs don't know how to AoE (Fire IV when the tank pulled 6 mobs) or don't bring the skills to support a such a situation (Goad, Refresh, Tactician) there is no point in pulling so many mobs. it just puts unnecessary stress on tanks and healers.


I feel that Stormblood content was NOT meant to be speedrun.
Oftentimes there are barriers between trash pulls that force you to kill the trash before moving on, and other times said trash mobs hit like trucks. I'm kinda thinking that SE doesn't WANT us to mass-pull, and I can kinda understand why. It is kinda stressful for healers. Now, instead, they gave us huge enemy pulls that are meant to be all pulled at once (such as the cargo crates in Castrum Abania).
There's no real reason to speedrun these dungeons, and if mass pulls are done, I would say two groups max unless maybe you have a WHM.
One thing I'm getting kinda tired of, and I know it ain't their fault, is seeing SCHs in a group. If you see a SCH, please don't mass pull, regardless if they tell you they can handle it. 99% of the time, they can't. No offense to the players who play SCH, but the class has been nerfed so hard I simply don't trust SCH healers anymore. They can't keep me alive whatsoever, and I am spamming Clemency just to stay alive.
I had to do Castrum Abania for the first time with a SCH healer, and they could barely keep me alive even with me popping cooldowns as often as I could, and me spamming Clemency like it's candy and that's to say nothing about the final boss.
To verify what OP said, DRK has taken some REALLY hard knocks to their survivability. What used t be an acceptable large pull in 3.X is going to tax the healer much harder in 4.0
DRK cooldowns:
Shadowskin [15% Mitigation] -> Replaced with Rampart [20% Mitigation] (+5% mitigation)
Shadow wall [30% Mitigation] -> Unchanged**
Dark Mind [30% magic mitigation] -> Unchanged
Dark Dance [20% parry, 20% evasion] -> Replaced with Anticipation [30% parry] (-20% evasion, +10% parry)
Dark Passenger [Line AoE Blind] -> Cost increased too much to be viable.
Reprisal [10% damage debuff] -> Duration reduced by 75%, recast time increased 200%
Delirium [10% INT debuff] -> Removed*
Souleater [Lifesteal on hit] -> Lifesteal reduced.
*There is a new namesake skill called Delirium, but it's function is completely unrelated
**THis is 10% less than the PLD equivalent
DRK role skills:
Bloodbath [Hits steal life] -> Removed
Foresight [20% defence) -> Removed
All of these small changes when added together, work out to a considerable loss of mitigation over time. The ONLY reason DRK manages to keep it's shit together at level 70, is because the addition of The Blackest Night, which is a 20% overshield on a 15 second cooldown. However this is a bandaid at best, and does nothing to help survivability in sub-70 content.
Last edited by RyuujinZERO; 07-14-2017 at 01:18 AM.


did you even play DRK in HW?DRK cooldowns:
Shadowskin [15% Mitigation] -> Replaced with Rampart [20% Mitigation] (+5% mitigation)
Shadow wall [30% Mitigation] -> Unchanged**
Dark Mind [30% magic mitigation] -> Unchanged
Dark Dance [20% parry, 20% evasion] -> Replaced with Anticipation [30% parry] (-20% evasion, +10% parry)
Dark Passenger [Line AoE Blind] -> Cost increased too much to be viable.
Reprisal [10% damage debuff] -> Duration reduced by 75%, recast time increased 200%
Delirium [10% INT debuff] -> Removed*
Souleater [Lifesteal on hit] -> Lifesteal reduced.
*There is a new namesake skill called Delirium, but it's function is completely unrelated
**THis is 10% less than the PLD equivalent
DRK role skills:
Bloodbath [Hits steal life] -> Removed
Foresight [20% defence) -> Removed![]()
...uh... yes?
It's been my main since shortly after HW launched. Did you?
Just look at the numbers for yourself. There's reductions across across the board, coupled with reduced life-steal. That can ONLY add up to less survivability. We pretty much completely lost the DD/DP evasion combo, the loss of Bloodbath greatly reduced the effectiveness of AoE-Life steals on trash pulls. We gained extra magic mitigation through changes to Rampart and Shadow Wall but, so did PLD and WAR (And they have stronger mitigation to begin with), and we lost old Delirium which provided extra magic mitigation of a sort.
The QoL changes to MP recovery were nice at least and made MP management easier I guess?
Last edited by RyuujinZERO; 07-14-2017 at 01:28 AM.
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