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  1. #1
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90

    Dark Knight rework

    Dark Knight experienced a lot of changes in 4.0. Many skills were lost to the new role actions, and the entire way the job functions was reworked. The skills of 4.0 lack synergy with the rest of DRKs toolkit, and optimizing the class is currently unrewarding, as the skill floor and skill ceiling feel inches from each other. Dark Knight has many options, but those options all equate to roughly the same result. Making the class feel stale. Personal mitigation also took a large hit, and DRK is noticeably squishier than the other tanks.

    Looking at 4.0 skills, Square Enix seems like they have a plan for the way DRK should play, and I think the changes I'm about to suggest fall in line with that vision.


    Grit cooldown changed to 10s

    Dark Mind:
    Reduces damage taken by 10%.
    Can only be executed when succumbing to the Darkside.
    Duration:15s
    Additional effect: 30% chance that upon taking damage the next Dark Arts will have no MP cost. Duration: 10s
    Dark Arts Effect: Increases damage reduction to 20%.
    Dark Arts fades upon execution.

    Blood Price:

    Restores partial MP when damage is taken.
    Duration:15s
    Additonal Effect: Increases Blood Gauge by 1 immediately and another 4 over time while in battle.
    Additional Effect: Halves the Blood Gauge cost of Quietus and Bloodspiller.
    Duration: 15s
    Can only be used while under the effect of Grit.

    Bloodspiller:

    Delivers an attack with a potency of 400.
    Additional effect: Execute next combo without meeting combo prerequisites.
    Dark Arts*Potency:540
    Grit*Potency:475
    Dark Arts+Grit*Potency:650
    Blood Gauge Cost: 50
    Dark Arts fades upon execution.

    Dark Passenger:

    Deals unaspected damage with a potency of 100 to all enemies in a straight line before you.
    Can only be executed when succumbing to the Darkside.
    Additional Effect: Stun 5s
    Dark Arts*potency: 240
    Dark Arts Effect: Damage over time. Potency is reduced by 5% for the second enemy, 10% for the third, 15% for the fourth, and 25% for all remaining enemies.
    Potency: 40
    Duration: 15s
    Dark Arts fades upon execution.

    The Blackest Night:

    Creates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
    Duration:*15s
    Dark Arts Effect:
    Extends effect to nearby targets.
    Increases Blood Gauge by 50 when full 20% (10%) is absorbed.
    (11)
    Last edited by kashi11; 08-14-2017 at 11:44 PM.

  2. #2
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,344
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    i like your ideas^^
    a few things seem a bit too powerfull, like free dark arts under dark mind, or aoe TBN, but i like it in general.
    (0)

  3. #3
    Player
    Maku's Avatar
    Join Date
    Aug 2013
    Posts
    728
    Character
    Maku Haikasu
    World
    Mateus
    Main Class
    Black Mage Lv 70
    I'm ok with all of this. Currently, DRKs are the hardest to heal tank. Yuns just seem to take more damage than WARs or PLD and I would love to see you boosted a bit because you are probably the coolest looking one.
    (1)
    可愛い悪魔

  4. #4
    Player
    347SPECTRE's Avatar
    Join Date
    Feb 2017
    Location
    Limsa Lominsa
    Posts
    586
    Character
    Khirrika Moshroca
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    I like the suggestion for DA + DP, would actually make it somewhat worth half our MP
    (1)

  5. #5
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Maku View Post
    I'm ok with all of this. Currently, DRKs are the hardest to heal tank. Yuns just seem to take more damage than WARs or PLD and I would love to see you boosted a bit because you are probably the coolest looking one.
    On what basis are you talking about that DRK is the hardest tank to heal? Maybe most DRKs you have met just didn't play the job well enough.
    (0)

  6. #6
    Player
    Aletin's Avatar
    Join Date
    Nov 2015
    Posts
    29
    Character
    Aletin Ves'ser
    World
    Tonberry
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by kashi11 View Post
    Dark Mind:
    Reduces damage taken by 10%.
    Can only be executed when succumbing to the Darkside.
    Duration:15s
    Additional effect: 30% chance that upon taking damage the next Dark Arts will have no MP cost. Duration: 10s
    Dark Arts Effect: Increases damage reduction to 20%.
    Dark Arts fades upon execution.
    I really love this change. The extra mitigation needed without extra buttons and a FREE Dark Arts is extremely valuable and will raise DPS significantly. It's perfect.
    Probably just my unpopular opinion, but if DRK got ONLY this change, it would be on par with both PLD and WAR in mitigation and DPS.
    (2)

  7. #7
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by kashi11 View Post
    Dark Passenger:

    Deals unaspected damage with a potency of 100 to all enemies in a straight line before you.
    Can only be executed when succumbing to the Darkside.
    Additional Effect: Stun 5s
    Dark Arts*potency: 240
    Dark Arts Effect: Damage over time. Potency is reduced by 5% for the second enemy, 10% for the third, 15% for the fourth, and 25% for all remaining enemies.
    Potency: 40
    Duration: 15s
    Dark Arts fades upon execution.

    The Blackest Night:

    Creates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
    Duration:*15s
    Dark Arts Effect:
    Extends effect to nearby targets.
    Increases Blood Gauge by 50 when full 20% (10%) is absorbed.
    I like the first 3 changes a lot, here's two I would tweak however.

    Dark Passenger should simply be reverted. With Delirium+BP on big pulls you want to Blind things less than ever and instead spend that mana on DA Abyssal if you need to play defensively. Simple=better here I think.

    I get that with TBN you are trying to buff our utility a bit, but I agree this is a bit overpowered, especially on a 15 second cooldown. I think for the ability itself, extending the duration just to 6s would be sufficient to ensure that it breaks barring a significant miss-timing (popping it before a phase change, for instance).

    I've poked around FFlogs a bit, and I'm finding that on average, DRKs tend to use TBN 2-3 times a minute, so it being on a 15 second cooldown arguably isn't necessary. What I would rather see, is a recast increase on TBN to 20-30s, and instead see a reduction in Shadow Wall's recast/increase in its duration, or another mechanic I've thought of that I think would be really neat, to have DA cut its recast time by a few seconds per cast.

    For utility... I'm honestly not too sure. I've always been a fan of ideas that allow DRK to provide a benefit to caster comps, but I wouldn't know how to implement such a change in a way that wouldn't be unbalancing or make DRK required.
    (1)

  8. #8
    Player
    Slybel's Avatar
    Join Date
    Aug 2017
    Posts
    3
    Character
    Caelynn Blythe
    World
    Faerie
    Main Class
    Dark Knight Lv 70
    For the most part I completely agree with you, and I have absolutely no problem with the cooldown on Grit, because in all honesty I rarely Leave Grit + Darkside.

    The Problem here resides with how you changed DP and TBN.

    For DP: A 15s blind is far more useful than a 5s stun with how the game is right now. If they just make it so that blind is included into the base effect, I would actually use it. Blind is fantastic damage mitigation with how accuracy is right now.

    For TBN: In all honesty, all I would do to change is increase the duration to 6s ~ 8s and increase the cool down to 20s ~ 30s which would balance it out more by making it unavailable for every tank buster. Have it spread to nearby allies would just out right brake what little balance the skill has.
    (0)

  9. #9
    Player
    Maku's Avatar
    Join Date
    Aug 2013
    Posts
    728
    Character
    Maku Haikasu
    World
    Mateus
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Sarcatica View Post
    On what basis are you talking about that DRK is the hardest tank to heal? Maybe most DRKs you have met just didn't play the job well enough.
    I absolutely agree this is probably part of the case. But in general they take more damage and give me more "oh crap" moments then the other two tanks.
    (0)
    可愛い悪魔

  10. #10
    Player
    InfiniDragon's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    230
    Character
    Blake Farrence
    World
    Ultros
    Main Class
    Dark Knight Lv 80
    I think what I would do to Dark Passenger is make it have a damage down like Storm's Path when DA, but not as strong; say 5-8%, no more than that as to not re-create a 3.0 WAR scenario. Just enough reduction to make it an attractive option even in single target situations.

    The small mitigation from blind would be replicated in straight damage reduction instead, and also be able to be used on anything making it useful for raids.
    (0)

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