As a level 20 glad I feel like I have more than enough experience to critique this guide...but I don't since is good but it does make me think I should be looking at PLD instead of DRK :'D
As a level 20 glad I feel like I have more than enough experience to critique this guide...but I don't since is good but it does make me think I should be looking at PLD instead of DRK :'D
Noob question I'm sure but I honestly don't know the answer. On the overview of the different openers at the same point in all three is the oGCD ability with a blue sword lookinging icon that's used before a DA. What ability is that? I'm only a level 54 DRK so far so it might be something I'm just not familiar with is all.
Regardless of my inability to know an ability this guide has been VERY helpful. Thank you so much for this from an aspiring OT!
I had a pretty long multi-page argument/discussion with several DRK's about the use of TBN, and many of them kept telling me that TBN, used in place of DA for dmg, was always a DPS loss. I mathed it out over a few different given periods of time and came to the same conclusion as you. Namely, there are discrete moments in time where using TBN for the 50 blood for BS is a dps gain over using DA. Likewise, there are discrete moments in time where using DA over TBN results in an increase in damage.Throughout a fight, you’ll only know which GCDs you have replaced depending on which GCD you end a fight/phase with. Note, that this math does not equate to Bloodspillers gained naturally, as the (-140) modifier will not be present, and naturals are always a gain when used.
Overall, TBN guaranteed Bloodspillers averages out to a 10 potency gain when used regularly throughout your rotation. At some points it will be a loss, some it will be a gain.
I also talked about its utility in other sections. But again, you didn't read it, apparently.
There's still a pretty large group of DRK's who see TBN as only a loss compared to DA, so the kneejerk is still strong.
I don't think that anyone here is making the claim that TBN is always a dps loss. The point of contention here was that it is not always a dps gain, which is an erroneous conclusion that came out of ignoring the blood gain on Souleater.
No, I don't mean that to include this thread, just my personal experience. Here's the thread I referenced earlier, linked directly to the post I made regarding my theoretical TBN vs. DA usage.
Overall, to me as a WAR (DRK isn't 70 yet), it seems the best way to use TBN as an "offensive" skill would be as a supplement to your team and your blood gauge, as long as you're not wasting blood by over-capping. The true gain from TBN is the mitigation it provides. The blood is just a neat bonus.
Yes, and that is exactly what the post above the one you linked said and the post below. Also the response to your original post which started the discussion cited it as a potential loss outside of grit. Most people agree with you that it can be a gain, but are pointing out that it can be a loss as well.No, I don't mean that to include this thread, just my personal experience. Here's the thread I referenced earlier, linked directly to the post I made regarding my theoretical TBN vs. DA usage.
Overall, to me as a WAR (DRK isn't 70 yet), it seems the best way to use TBN as an "offensive" skill would be as a supplement to your team and your blood gauge, as long as you're not wasting blood by over-capping. The true gain from TBN is the mitigation it provides. The blood is just a neat bonus.
The problem people have with it is the dark kit wants us to use this frequently for little to no gain when it risks a fairly large amount of mana. Sometimes it's a small gain, sometimes a small loss, sometimes a large loss. As Syzzle said if you took away the blood and mana effects it would change nothing at all except that we would be able to put it up on cooldown.
The issue which people had in the linked thread is that dark knight mitigation makes us enter a risk game With a low reward unless you are in defensive stance. No other tank has a low number of eHP modifiers and has to enter a risk management when they use mitigation.
Last edited by Chrono_Rising; 08-19-2017 at 09:51 PM.
So far from what i have been reading about DRK on other forums. you are the only person that says to not use TBN. I am not level enough to argue with you but just pointing out that so far your the only one ive seen. Now as for living dead. I kinda agree you shouldnt get to a situation where that is needed. but it does make a good panic button.
The TBN controversy has been there since day one of SB and there has been many discussions about it.
It's a dps gain under certain conditions (mainly party buffs) and a dps loss under other ones.
It's definitely a complicated topic, similar it MCH pre-4.05 Overheat.
As for LD, describing it as ~20 invul is just wrong.
Counting the LD period as "No healer attention" period is like saying that Holmgang can be a 30s invul if it take 25s of damage to bring a WAR to close to 0hp.
In that case, holgang can potentially stretch the "No healer attention" a lot longer than LD since there's no commitment to die in the next 10s...
Great guide still!
Yeah you can't say that LD gives you 20s of no healer attention. If you need LD for time T for a tank buster, the earliest you can go into walking dead is T-10s (or T-9s if you take into account benediction animation delay). Even if you pop LD at T-19s your healer still needs to make sure that you don't die and trigger walking dead before T-9s, so the 10s range from T-19s to T-9s is NOT a period of no healer attention. The only benefit LD has over HG is that you can pop it early for multiple tank busters and not worry about tight timings like final punch + beam combo in a8s or back to back tank busters from general's time add in a12s. Those stuffs span 7-8s so using LD gives you a lot more leeway in terms of timing compared to HG.
Last edited by aleph_null; 08-29-2017 at 03:20 PM.
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