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  1. #1
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Buff Blood Weapon and Blood Price to have lifesteal effects on melee attacks without stance restrictions but have the restriction of cannot be used with 1 or the other so that way DRK can actually fill tank role... also put Bloodbath on tank role action and make it increase damage dealt by 20% for tanks and DPS...
    (1)

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    Buff Blood Weapon and Blood Price to have lifesteal effects on melee attacks without stance restrictions but have the restriction of cannot be used with 1 or the other so that way DRK can actually fill tank role... also put Bloodbath on tank role action and make it increase damage dealt by 20% for tanks and DPS...
    Would you like it to also remove resource costs for the duration?
    (0)

  3. #3
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by DRKoftheAzure View Post
    Buff Blood Weapon and Blood Price to have lifesteal effects on melee attacks without stance restrictions but have the restriction of cannot be used with 1 or the other so that way DRK can actually fill tank role...
    This would actually be a really nice way to give dark knight some actual self sustain given the state of our mitigation pre 70.
    (1)
    Last edited by Chrono_Rising; 09-23-2017 at 12:55 PM.

  4. #4
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,349
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Sole Survivor should give Blood. it just feels wrong to not get any Blood when i basically suck up all the life force of my dying enemy.

    And since Sole Survivor is really underpowered now, after they removed the mana drain from Dark Side, i think getting 50 Blood with Sole Survivor is a good way to make the skill more usefull again.

    ------------

    And please, please, swap the Level of Delirium and Bloodspiller. It feels really bad to get this new Blood Gauge at lvl 62, without having a real use for it. Delirium is okay in combination with Blood Weapon, but useless in tank stance. All you get is a little mana and in combination with Blood Price even more Blood. In both cases you will have a Blood overflow wich you simply can't use.

    Blood Spiller at 62
    Quietus at 64
    Delirium at 68

    would make more sense.

    ------------

    Darkside... this skill feels really useless since 4.0. We activate it once and then we can remove it from our bars... I mean I understand that it prevents us from getting a mana shift from the BLM or stuff. But is that really it's WHOLE purpose? Darkside is in the same spot as Protect. A buff you need, but it's nothing more than a one time activation. It's not even a trade-off like a real stance, since Darkside is always active. And why are still skills locked behind hit?

    All what Darkside really does is your charcter ugly with that aura. Oh, and it's button bloat.

    Can you make Darkside more interesting again? Or can you please remove it otherwise and give us simply a trait at lvl 30 wich buffs our damage by 20% and prevents any mana recovery from outside resscources? Thanks.
    (0)
    Last edited by Tint; 09-23-2017 at 08:14 PM.

  5. #5
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Tint View Post
    Sole Survivor should give Blood. it just feels wrong to not get any Blood when i basically suck up all the life force of my dying enemy.

    And since Sole Survivor is really underpowered now, after they removed the mana drain from Dark Side, i think getting 50 Blood with Sole Survivor is a good way to make the skill more usefull again.
    Why not have Sole Survivor increase targets damage recieved by 5%? Also have Dark Arts be 3.xx Darkside, 15% damage boost with downside of MP gradually draining but only in combat and cause Darkside to fade if MP reaches 0. And buff Anticipation 50% increased Parry rate and buff Reprisal to where it does damage and has the 3.xx Low Blows proc effect. A new combo finisher to break monotony with Souleater.
    (0)

  6. #6
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Before you go asking for a permanent MP penalty, how about explaining why it's there in the first place? Because I see very little point to it now that PLD has an offensive rotation involving their MP as well.
    (0)

  7. #7
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    I think a permanent cancellation of mana generation from outside sources would only end up being a nerf. It isn't a frequent thing, but there are times in fights where there is nothing to hit and so it becomes beneficial to turn off darkside and regenerate mana from supportive abilities. If you trait this you would effectively be giving up the ability to gain mana during phases of fights where there are no adds and the boss is out of range, leading to less mana lowering dark arts usage and therefore lowering dark knight dps overall.

    Quote Originally Posted by Ekimmak View Post
    Before you go asking for a permanent MP penalty, how about explaining why it's there in the first place? Because I see very little point to it now that PLD has an offensive rotation involving their MP as well.
    I agree now that another tank's dps depends on mana I no longer see the reason for this darkside penalty. Originally Dark Arts functioned as dark knights equivalent of berserk or fight or flight, except that instead of pressing it once and getting a % damage buff we press it every time we want to power up certain moves. However, with the potential for a mch refresh, brd refresh, and ewer (ast refresh) this could lead to dark knight being able to use dark arts far more than intended tipping the damage balance in their favor while pld and war had no equivalent. I believe this presented a balance issue for the team because balancing it without recognizing the potential for extra dark arts would lead to dark knight being op in certain compositions, while balancing it with that composition in mind would lead to dark knight being undertuned. So I think they probably decided to cancel the refresh abilities when darkside was active and prevented the issue before it even began.


    However, paladin now has an equivalent move, holy spirit, which outside of goring blade and royal authority is their hardest hitting move, the difference is this does not require a combo to get max potency and can be spammed. Paladin, however, does not have the mana regeneration penalty dark knight does, and can therefore greatly benefit from having multiple sources of mana refresh active. The reason for dark side canceling mana refresh no longer exists, as another tank now also benefits from support roles. The dark side penalties are outdated and need to be addressed further with 4.1, imo they should remove the dark side penalty of canceling mana refresh from outside sources which should hopefully close our dps gap.
    (0)
    Last edited by Chrono_Rising; 09-24-2017 at 07:36 AM.

  8. #8
    Player
    MauvaisOeil's Avatar
    Join Date
    Mar 2017
    Posts
    297
    Character
    Jaghatai Dotharl
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    I think a permanent cancellation of mana generation from outside sources would only end up being a nerf. It isn't a frequent thing, but there are times in fights where there is nothing to hit and so it becomes beneficial to turn off darkside and regenerate mana from supportive abilities. If you trait this you would effectively be giving up the ability to gain mana during phases of fights where there are no adds and the boss is out of range, leading to less mana lowering dark arts usage and therefore lowering dark knight dps overall.
    Well it takes around 6 ticks to even compensate the cost of turning darkside on. Around 18s of total down time for just a neutral value, and then, 21s to have a minor benefit. (not totally sure about the exact value, let's call them empyreal)

    Currently it's pretty rare, and marginal, and happens on some fights like Yojimbo and his 30s downtime which are a pain in the ***.
    (0)

  9. #9
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by MauvaisOeil View Post
    Well it takes around 6 ticks to even compensate the cost of turning darkside on. Around 18s of total down time for just a neutral value, and then, 21s to have a minor benefit. (not totally sure about the exact value, let's call them empyreal)

    Currently it's pretty rare, and marginal, and happens on some fights like Yojimbo and his 30s downtime which are a pain in the ***.
    Yes, looking at your personal mana regeneration it is a small return. But quick fact checking your numbers: in battle no darkside we regenerate 189 mana per tick, making the tipping point 4 ticks or 12 seconds, not a huge difference but thats 1890 mana or half a dark arts when you factor in turning darkside back on over the 30 seconds you cited. Thats a 70 potency gain without doing anything except toggling darkside, before you even consider refreshes as I do below.

    Suppose someone helps the healers out with a party mana refresh at the same time and then you can see the benefit. Is it often, no. Is it rare? I would say its rare in dungeons, but dark does well in dungeons regardless. Here is a list of the times I'm familiar with and about how much mana I can get back, historically, bard refresh assumed: (note: these are approximate percentages)

    v4s neo ex death during grand cross omega mana restored: about 60%

    v4s ex death during decisive battle total mana retored: about 30%

    v3s during fifth phase farm mana restored: 25%

    Lakshmi while dancing total mana restored: 50%

    For Heavensward:

    a12s during boss ultimate cast total mana restored: 50% (100% with brd and mch its not really fair)

    a11s plane rides total mana restored per plane: 50%

    a11s during numbered dots phase mana restored: 30%

    Bismark, Ravana, Thordan, Sephirot, Nidhogg, Sophia, and Zurvan EX total mana restored: 30% to 75% depending on exactly which encounter

    Again these use bard refreshes requiring darkside droping, if you were lucky to have a bard and mch you could double your mana refresh totals in heavensward but this is no longer a thing in SB. Is it super common? No, is it worth it goining into a new phase with some extra mana? Definately.
    (1)
    Last edited by Chrono_Rising; 09-24-2017 at 10:15 AM.

  10. #10
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Could just have refresh effects ignore DRKs MP penalty now that PLD have 2 viable options to spend their MP on... Also Grit makes all physical attack abilities and weaponskills AoE, with slightly extended range on already existing AoE abilities...
    (0)

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