

That is true but i don't think the difference should be so great when PLD is essentially tied with WAR give or take 50 dps. PLD is no longer as simple as it was but it's not very difficult. I don't want DRK to deal 200 more dps, I just think the difference is a little drastic.
http://na.finalfantasyxiv.com/lodestone/character/12116351/
while paladin is not much harder it does get hevaily punished too on fight transitions and mechnincs too specially during magic burst if the boss jumps, does heavy doging dps flunks down fast, drk are more steady and clean the whole way while pld and specially war rellies on high burst for dps.That is true but i don't think the difference should be so great when PLD is essentially tied with WAR give or take 50 dps. PLD is no longer as simple as it was but it's not very difficult. I don't want DRK to deal 200 more dps, I just think the difference is a little drastic.
The dps should be:That is true but i don't think the difference should be so great when PLD is essentially tied with WAR give or take 50 dps. PLD is no longer as simple as it was but it's not very difficult. I don't want DRK to deal 200 more dps, I just think the difference is a little drastic.
WAR>DRK>PLD.
PLD has the largest defensive & Utility kit in the game whilst WAR SHOULD have the least yet make up for it in DPS. DRK SHOULD be middle of the road in terms of this.
Now we are at a odd... and honestly stupid balance time now...
WAR has some of the best mitigation, whilst also doing marginally better dps than PLD.
PLD is the 2nd best dps closing in rather close to War, has a super simple rotation(goring -> Royalx2 -> Goring -> holyx5 -> repeat is pathetic easy)
DRK has the worst DPS, Utility, AND Defensives, their niche of parry/magic tank is gone, they've lost their 20s active mitigation (Reprisal) lost their reliable parry/avoidance buff(Dark Dance) while also losing a second DPS combo (Old Delirium)
What do they have to make up for it?... nothing, quite literally they have 0 redeeming qualities.
Played all the tanks in savage 1-4... I see no reason to touch DRK other than my pride.
Last edited by Deathshiro; 10-01-2017 at 11:42 PM. Reason: Getting past 1000 char limit



Dark Dance was replaced by Anticipation, which is roughly~ on par. The evasion gain was only really useful in speed running 4man dungeons. As the MP lost is a DPS loss.DRK has the worst DPS, Utility, AND Defensives, their niche of parry/magic tank is gone, they've lost their 20s active mitigation (Reprisal) lost their reliable parry/avoidance buff(Dark Dance) while also losing a second DPS combo (Old Delirium)
What do they have to make up for it?... nothing, quite literally they have 0 redeeming qualities.
Played all the tanks in savage 1-4... I see no reason to touch DRK other than my pride.
But DRK did lose Foresight, which was the filler they had when all other CDs were used up. Leaving DRK with just enough CDs for 4man when they had foresight. (It wasnt enough for bosses, which is why reprisal was used as a filler CD.)
We did gain TBN to cover the lost mitigation of foresight (and it is superior for tank busters, but inferior for trash packs)
The lost delirium combo technically was replaced by Soul Eater. And the old Soul Eater was technically replaced by Blood Spiller.
(as the go to filler DPS combo, and the go to burst DPS combo)
but using BS is obviously easier than having to rev up the 1st 2 parts of the soul eater combo, as its treated like a fell cleave.
DRK lost Scourge, but Scourge wasnt made for the purpose of making DRK do more dmg, it was made to make DRKs have something else to look at in the UI.
Now that the UI is improved, SE can make people look at other UI elements, other than just DoTs.
So looking at the blood gauge was the intended replacement.
Too bad looking at the blood gauge is 99% useless.
You see shiny proc, you use shiny proc.
The amount of blood you have, isnt necessary to keep an eye on, except in rare cases where you want to save up enough for 2 BSs in a Trick Attack window, but even then, capping at a 100 is going to be a DPS loss depending on how long ur doing it.
It would ONLY be reasonable to watch it, if the gauge actually capped at 140, so as to let u make judgement calls on its spending.
(I actually feel the same about RDM, they need to raise the max amount u can hold, while capping manification at +50 +50, so as to push RDMs into using procs before comboing, to raise the skill ceiling a bit more.)
Last edited by Claire_Pendragon; 10-02-2017 at 01:45 AM.




Assuming Shake it Off remains what the translation said, Dark Knight is basically dead in comparison. It's noticeably weaker both in DPS and mitigation. The Blackest Night may be nice but it's nowhere near enough to compensate for what Warrior and Paladin offer. And this assumes they aren't increasing Fell Cleave's potency.
I actually think they'll nerf Fell Cleave. Give Utility, take some potency.Assuming Shake it Off remains what the translation said, Dark Knight is basically dead in comparison. It's noticeably weaker both in DPS and mitigation. The Blackest Night may be nice but it's nowhere near enough to compensate for what Warrior and Paladin offer. And this assumes they aren't increasing Fell Cleave's potency.
I agree with this I would not be surprised if war gets a small potency nerf if they are getting utility
also apparetly SHAKE IT OFF will act as something akin to thrill of battle but for the whole team I'd this is actually a veru significant and neat buff and defintely brings up the value of warriors over dark night I think DRK needs some future adjustments probably fo 4.15 or 4.2 they need to bring their dps and utility slightly up I'd say maybe make TBN a party shield similar to SS2 use to be now all tanks will do similar damage and bring the same utility value hell make is so TBN is highly effective against magic attacks to bring some flavour to DRK.

I hope this is what they'll do. I'm having trouble understanding the translation in regards the Fell Cleave changes, other than it's being changed. There seems to be some confusion as well whether or not it will be made available in defiance,; the quote in question specifically (from reddit):
で、フェルクリーブで使命と原初の解放が、今まで個別にアクションそうといられたんですけど、スタンスによって使える使えないが変わるので、お引き換えアクションになります
"As for Fell Cleave and Inner Release, until now they've been separate actions, but whether or not you can use them changes depending on stance, so they will become interchangable actions."
To me it seemed that there would be a change because FC/IB and IR/Unchained already share buttons, but I guess it could also be interpreted as IR and FC being combined into a button based on... gauge? That also seems weird to me though. Make of it what you will.
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