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  1. #1
    Player
    Alovon13's Avatar
    Join Date
    Jun 2015
    Posts
    32
    Character
    Alovon Dreadius
    World
    Zalera
    Main Class
    Paladin Lv 100
    I do like a number of these ideas, but some could be changed. But let's go through each of the change ideas one by one.
    Grit cooldown changed to 10s
    Ehh, I would just say equalize the Darkside CD and the Grit CD to 5 seconds. So PLD has their Stances on the GCD, WAR has it at 10, DK would have both at 5 secs
    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.
    Everything here sounds good, except for the halving the Quietus AND Bloodpiller, Quietus i would be fine with it halving. Even with the MP buff i don't see many DK's using it in Dungeons, and this would make it more ready. But the Bloodspiller halving, would be a little OP. ( to be continued in Part 2 of post )
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  2. #2
    Player
    Alovon13's Avatar
    Join Date
    Jun 2015
    Posts
    32
    Character
    Alovon Dreadius
    World
    Zalera
    Main Class
    Paladin Lv 100
    (Continued from part 1 )
    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.
    I am OK with the majority of this, but i do say put a debuff on the free combo finisher though, like 10-15 second CD on that part of this hypothetical BP
    (to be continued in Part 3 )
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    Last edited by Alovon13; 08-16-2017 at 11:55 AM.

  3. #3
    Player
    Alovon13's Avatar
    Join Date
    Jun 2015
    Posts
    32
    Character
    Alovon Dreadius
    World
    Zalera
    Main Class
    Paladin Lv 100
    (Continued from part 2 )
    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.
    I do like this, one thing i would change is making the Stun back to blind, but make it intrinsic, no DA needed.
    (To be concluded in Part 4 )
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  4. #4
    Player
    Alovon13's Avatar
    Join Date
    Jun 2015
    Posts
    32
    Character
    Alovon Dreadius
    World
    Zalera
    Main Class
    Paladin Lv 100
    (continued from part 3 )
    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.
    K so here is where i disagree the most. TBA is a powerful ability, And i do agree it should get a DA affect, but just making it a raid-wide is too powerful without something to limit that, IF we kept that effect, DA+TBA should add a LONG CD on that capability. Like over a minute long Debuff preventing DA+TBA's effect triggering and just triggering the normal TBA affect.
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    Last edited by Alovon13; 08-16-2017 at 12:03 PM.

  5. 08-16-2017 12:07 PM
    Reason
    dble post

  6. #6
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Soul Survivor is essentially the DRK equivalent to the self heals brought in 3.x, Equilibrium and Clemency. I think it needs a CD reduction to 60 first and foremost, but it could also use a single target effect. Maybe something like if you deal 100% of your max HP to the enemy during the 20 seconds, you get the MP and HP.
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    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  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 RLofOBFL View Post
    Soul Survivor is essentially the DRK equivalent to the self heals brought in 3.x, Equilibrium and Clemency. I think it needs a CD reduction to 60 first and foremost, but it could also use a single target effect. Maybe something like if you deal 100% of your max HP to the enemy during the 20 seconds, you get the MP and HP.
    This is a neat idea, but it would require extremely high DPS and maybe even some catering to if not lined up with your burst, considering its only 15 seconds and 52000 HP / 15 seconds requires nearly 3500 DPS.

    @20 seconds its a lot easier (requiring more like 2600 DPS which is easy to pull off without any burst), but its still kinda convoluted on a job that already has a lot of hoops to jump through to get the most out of some of its abilities (TBN, LD, etc.)

    I think tacking on a simple heal over time effect would be really nice.
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  8. #8
    Player
    aqskerorokero's Avatar
    Join Date
    Nov 2016
    Posts
    279
    Character
    Aquis Onionslicer
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    I think a single change to sole survivor could "save" drk from current situation: on top of the original effect, restore 25% of total mp spended during sole survivor's duration ( like a reverse wild fire with mp )
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  9. #9
    Player
    Starkbeaumont's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    I guess this thread is better than the "feedback" topic for some ideas:

    By now I came to the conclusion to just remove the need for DA on CnS. Just have it at 450p anytime. I would even keep the MP return as it is. right now it is so little that it's almost useless.

    Boost DP to a base of 250p and put it on the same CD as CnS. Remove the need for DA as well.

    As for BP. Just add the often suggested defense boost (-10% damage taken) but I would leave SW as it is in this case.

    For Sole Survivor treat it as a buff for the DRK and have it double all absorb effects during it's duration (both MP and HP).

    Either reduce Deliriums recast to 1min or have it's recast reduced by 5s for each DA you use (as was suggested by someone else here)

    For LD just don't have the DRK die if not healed enough but put double weakness on it.

    For Quietus and BS rise the damage buff from DA (maybe in form of a DoT in case of BS). Right DAing either is quite boring.

    Oh ya and TBN duration up to 6s.


    That should rise the damage output a bit as well as giving DRK a bit more mitigation and survivability.
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  10. #10
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Dark Passenger needs to be a gain in potency per use. At least 130pot from 100pot. A DA is 140pot, if we want to go along with that line, Dark Passenger needs to be weaker per 2.4k mana used in the case of aoe.

    TBN needs a QoL from 5sec to 6sec duration. Again covering 2 autos makes it so much better. TBN itself seems so OP for the 15sec recast and I would expect it getting nerfed.

    The damage output part for DRK is already somewhat similar to PLD and I don't really don't think we want another WAR/DRK comp throughout the expac. Some minor buff to DRK's potency is probably needed to avoid WAR/PLD ruling over DRK, because it seems that raiders are already doing WAR/PLD in fflogs.
    (0)

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