Buffs or not Ill still be playing drk once I finish my war 300 mount. Evil kitteh is to awesome to pass up![]()
Buffs or not Ill still be playing drk once I finish my war 300 mount. Evil kitteh is to awesome to pass up![]()
I agree, the silence makes us think that they think the class is perfect when really a significant portion of the player base thinks it’s not. Hell even tell us why they think it’s fine so we can have a discussion would be better than ignoring us outright.
Yeah, no adjustments in DRK for 4.1.
The tanker with less DPS and with less utility.
Now War can give a 8% HP Shield to entire party.
Well....Time to gear PLD cause SE won't fix DRK until 5.0 at this rate.
Welp at least DRK will be god tier in 5.0 if SE follow their precedent in tank balance...
Currently DRK is the most lacking tank of the 3, having less cooldowns while all the cooldowns it has are weaker than the other tank's counterparts.
So here's how I'd change DRK:
Souleater: remove grit requirement from absorb HP.
Abyssal drain: absorb HP made baseline but only half the absorb of a dark arts abyssal drain.
Salted earth: drain HP from every tic.
Shadow wall: additional effect: recover mp equivalent to damage received when effect wears off.
Sole survivor: rework it into a self target buff that when the DRK takes damage, heals the party for 10% of the DRKs max hp, kind of like a reverse divine veil.
Dark passenger: remove mp cost, remove base damage, make blind baseline and increase blind duration. So without dark arts it would just be a free AoE blind, with dark arts it would be a powerful AoE attack.
Dark mind: change to reduce ALL damage taken by 15%, 30% under dark arts. This would make it more in line with sheltron, where sheltron is a consistent 20~% reduction, while dark mind would jump between high/low.
Living dead: radical change, prevents all hp recovery for 10 seconds, if the DRKs hp is reduced to 1, recover full hp and mp and removes living dead effect.
With just these minor tweaks DRK would play fairly similar to how it currently does, but it's defensive kit would be far more effective.
Last edited by Cabalabob; 10-07-2017 at 04:30 AM.
Unsubbed see you guys in 5.0 maybe
*Sees lack of DRK changes in patch notes*
Hello darkness my old friend...............
I don't event understand why Square Enix don't touch the DRK....
Now, the DRK won't have any weight in a raid...
When you see that TBN give 20% HP Shield on your self OR 10% Shield on a Ally... And form what i learned, the warrior get a 8% HP Shield on everyone ? What the hell ?
For exemple, if the shield of the War is 8% of HIS max HP this is clearly insane, for calculation we suggest the war got 60k hp under his tank buff :
So 60000 x 0.08 = 4800, 4800 damage absorbed for EVERYONE, 4800 x 8 = 38400hp, This is fucking insane !
As DRK TBN make a shield of 10% of our max hp on ONE Ally that will probably turn around 5000-5400 Damage absorbed (following the gear of the DRK)
So we got a différence near 7-8 time of efficacity in favor for the War, even with the low cooldown of the DRK the comparison is nothing more than the best joke ever we can make at least 6 TBN for 1 Buff of the war, And for calculation even with the low cooldown we can protect 30k damage MAX but the war up this near 40k (More than 30% difference, and i don't talk about the fact that we absorb 5k damage for just one person on a Aoe damage if we use it for this)
Let's make an other comparison of the skill :
DRK / WAR
Target : 1 / Everyone
Quantity : 10% Max HP / 8% Max HP
Cooldown : 15 Sec / 90 Sec
Duration : 5 Sec / 15 Sec
See the problem ?
I just have a question for finishing this :
How can you explain that both the WAR and the DRK have a mitigation CD of 30% Damage but the WAR got a counter on it and it's 60 seconde less long for recharge ? You have 4 hours xD
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