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  1. #51
    Player
    Veerne's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Verne Frostwhisper
    World
    Odin
    Main Class
    Lancer Lv 70
    Some ideas I've had:

    1. Shadow Wall: increase damage reduction to 40% from 30%, or reduce cooldown to 120 sec. from 180 sec.
    2. Turn Dark Passenger into a defensive cooldown: 90 sec. cooldown. Reduce all damage taken by 20% for 10 sec. Upon expiration, release a wave of darkness around you that blinds enemies for 10 sec. and deals 200 potency damage. Dark Arts: Increase duration by 5 sec (both damage reduction and blind).
    3. Consolidate Unleash and Abyssal Drain: Increase Unleash potency to 120. Dark Arts: Absorb portion of damage dealt as HP.
    4. Bring back Scourge as a combo finisher: Deal 100 potency damage. Combo Action: Syphon Strike. Combo effect: apply Scourge on the target: 40 potency, 18 sec. duration.
    (2)

  2. #52
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Veerne View Post
    Some ideas I've had:
    Snip snippy.
    I think that'd probably make Dark Passenger OP, that being said I'd love to see the blind be usable on boss' autoattacks. I heavily disagree with consolidating unleash and abyssal drain though as having a "cheap" snap enmity grabber is really useful during add phases in dungeons or on bosses. I'd actually prefer scourge be tacked onto power slash if it's brought back, gives us a reason to use it and not feel bad about it.
    (2)

  3. #53
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,120
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    http://forum.square-enix.com/ffxiv/t...in-3.x-and-4.x

    Here's my little rant for people to look at that might be of interest to all DRK mains and subs... as well as the developers to look at if they even get around to looking at it...
    (0)

  4. #54
    Player
    Deathshiro's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Shiro Falh
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    I can't even...

    SE I'll make this simple and clean

    We need to do MORE damage than PLD and LESS damage than WAR
    Wanna make this simple? Lets add one thing to blood spiller, just one

    Add Scourge dot effect to Bloodspiller

    Problem solved, I can wait on our mitigation, just fix that fact that thematically we make no sense.
    (0)

  5. #55
    Player
    Link594's Avatar
    Join Date
    Jan 2016
    Location
    Ul'dah
    Posts
    27
    Character
    Link Lightborn
    World
    Behemoth
    Main Class
    Paladin Lv 70

    My DRK Concerns/Suggestions

    Not sure how much visibility this will get in a mega-thread, but here goes.

    Concerns:

    1. The rotation is really repetitive and bland with just 1 DPS combo. People currently compare DRK to 2.0 PLD.

    2. The class is noticeably squishier then the other tanks, especially before level 70 without TBN.

    3. Unleashed is useless after Abyssal Drain.

    4. Dark Passenger is hardly worth using, its very underwhelming.

    5. Blood Weapon and Blood Price is unnecessary button bloat.

    Solutions:

    1. Bring Scourge back as a 3rd combo finisher after Syphon Strike.

    Scourge is a pretty cool animation to keep around, and DRK is the only tank with 2 combos instead of 3. WAR tracks Storm's Eye and PLD tracks Goring Blade, so tracking Scourge would add some parallels. Have seen this suggested plenty.

    2. Make Dark Mind reduce both physical and magical damage.

    The amount reduced or the recast timer can be tuned. Could also remove the DA part to make it simpler to use/balance.
    PLD got block, shelltron, bulwark, and cover extended to magical to cover their weakness while DRK got nothing, just TBN at 70.
    This is also suggested plenty.

    3. Either delete Unleashed and give us Abyssal Drain at level 6, or give us a trait at 56 that improves Unleashed and makes it into Abyssal Drain.

    Not much to talk about here, having 2 AOE skills that do the same thing is redundant. WAR has Overpower (DPS) and PLD has Flash (enmity) and Total Eclipse (DPS).
    Again, a common request.

    4. Make Dark Passenger free and make the DA effect baseline.

    It makes it always worth using and makes this DP easier to use to balance out the complexity of adding a 3rd combo. Dark Passenger NEEDS a buff, its not usable currently.

    5. Make Blood Weapon usable in Grit, and merge the effects of Blood Price into Blood Weapon.

    If you want to, you can make the Blood Price effect only happen in Grit by giving a Grit Additional Effect to Blood Weapon. As for separate timers, you could have both buffs with separate timers, similar to how WAR Vengeance gives you 2 buffs for the mitigation and the counterattack. Delirium could extend the timers of both. Maybe not a common solution, but Blood Weapon/Blood Price consolidation is something that is frequently discussed.

    Another idea is to merge Anticipation into Blood Weapon to justify the Blood Price effect thematically and to increase desperately needed Physical mitigation, and delete Anticipation in favor of Bloodbath. (fits all 3 tanks thematically) and change Bloodbath to work from magical damage too.

    And thats it, suddenly DRK is more refined and much more fun and its up to par with the other tanks. All that is missing is the old Delirium animation, but oh well. Wish they would delete the Souleater animation and give us that instead.
    (4)

  6. #56
    Player
    Eyvhokan's Avatar
    Join Date
    Jun 2017
    Posts
    200
    Character
    Eyvhokan Poseidal
    World
    Shiva
    Main Class
    Miner Lv 70
    How much MP is quietus restoring now?
    (0)

  7. #57
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Unpopular opinion but tbh I'd prefer if all the tanks did the same DPS or something within like 3-5% dps difference. I'd rather the proper distribution of useful utilities as a balancing factor instead.

    I'd just prefer to win through my own merits rather than because I played (Insert Highest DPS job in X role here).

    Ok I'm done bye ._.
    (1)

  8. #58
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Eyvhokan View Post
    How much MP is quietus restoring now?
    480, same as Blood Weapon. It's actually a lot of fun and massively improves DRK's dungeon performance. DRK's sustainability issues are pretty much gone, Blackest Night now actually gives you MP in an AoE situation (through the indirect route of TBN (-MP, +Blood) -> Quietus (-Blood, +MP) -> AD/DP/DA) instead of competing with Abyssal Drain for your primary resource, and you can pretty easily end up with more than enough MP to power all the AoE you want, with some extra Dark Passengers or DA ADs for additional damage/healing. On a really big pull, you legitimately will find yourself using DA Quietus, because you actually can't spend your MP fast enough otherwise.

    I'd go so far as to say that DRK is probably once again the best tank for running max-level dungeons.
    (0)

  9. #59
    Player
    Ottigan's Avatar
    Join Date
    Jun 2017
    Posts
    1
    Character
    Otti Gan
    World
    Omega
    Main Class
    Lancer Lv 36
    480mp per target hit.
    (0)

  10. #60
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,841
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    For me, it's the balancing of the needs of tanking - some DPS output, survivability and mitigation, and hate control - balanced with the core identities of the three tanks.

    - PLD was the tank that was meant to feel more like a healer, with good defense to the rest of the party, good self sustain, and the ability to heal others (identity KEPT and IMPROVED in 4.0)
    - WAR was the tank that was meant to feel more like a melee DPS, with better damage output, higher HP, but a slightly weaker self defense and fewer party buffs in exchange (identity lost in 4.0)
    - DRK was the tank that was meant to feel more like a caster DPS, with strong AOE attacks, cast based attacks, good magic damage mitigation, but little to no party utility (identity lost in 4.0)

    WARs are on their way to getting their identity back. DRK is still lost in the woods. We were the king of AOE threat in 3.x content and we had some of the best low level damage mitigation available. Now we have the strongest short term damage reduction, which is great, but we're defenseless too much of the rest of the time.

    DRK may still be the strongest AOE threat generator, but the job doesn't have much of a place in endgame raiding against single targets with that as its one major asset.
    (4)

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