Page 1 of 9 1 2 3 ... LastLast
Results 1 to 10 of 90
  1. #1
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,118
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100

    Personal wishlist of DRK changes before/at patch 4.2

    • Hard Slash: Has a Dark Arts Potency

    • Bringing back Shadowskin: Basically what The Blackest Night does but on Rampart CD and duration and shield doesn't break. (would need to bring back Foresight for WAR and make Anticipation PLD only which is a trait for Shield Oath that increases parry rate, block rate, and block strength by 30%, and ignores damage penalty)


    • Spinning Slash: Has a Dark Arts combo potency


    • Unleash: 100 potency AoE


    • Bringing back Low Blow by making it GCD(same with WAR's Brutal Swing)


    • Blood Weapon: reworked as a trait, also increase damage dealt by 10%, converts physical damage into HP, Darkside MP refresh penalty is nullified(PLD's Sword Oath would need to be buffed so it is similar to Blood Weapon but by 15% for everything that doesn't cost TP and WAR's Deliverance is 25% damage dealt increase also trait DPS and tank stances for both PLD and WAR and trait Grit for DRK and get rid of the damage penalty that comes with those tank stances) Or consolidate Blood Weapon into Blood Price


    • Power Slash: Combo effect of increasing own damage dealt by 15% with Grit effect of decreasing damage received and a Dark Arts(PLD's Rage of Halone would need to be buffed to where it increases damage dealt or reducing damage received by 15% based on stance , and WAR's Butcher's Block would increase either damage dealt or decrease damage received by 20% based on stance) Or Dark Arts effect is two-fold attack=more DPS and aggro


    • Darkside: put back the MP drain effect back so that Darkside ISN'T ability bloat


    • Dark Dance: Bring this back buff Parry rate to 40% and consolidate it into Dark Mind(including Dark Arts effect)


    • Blood Price: reworked as a trait, or get a barrier effect that deals damage with 50 potency, barrier converts said damage dealt into HP, Darkside slowly drains MP, increases HP by 25% and increase HP recovery via healing magic by 20%, and nullifies Grit damage penalty(WAR Unchained would need to be reworked as a trait for Defiance) or consolidate Blood Weapon into Blood Price


    • Souleater: Applies a Bloodbath effect baseline, Dark Arts combo effect increases damage dealt by 10%, Grit effect is decreases damage received by 10%


    • Dark Passenger: maybe make it GCD, increased enmity effect standard(because tank role), standard potency 150, Dark Arts potency 290, Dark Arts effect is reduces targets dealt by 10% (would probably need to have have spell combo actions for GCD part similar to weaponskill combos with Unleash and Abyssal Drain) or just make damage down debuff/enfeeblement of sorts, maybe add Heavensward PVP exclusive abilities Carnal Chill and Tar Pit...


    • Dark Mind: Make it affect physical damage by having Dark Dance turning into Dark Mind(meaning Dark Dance is back where it was before when DRK got it in Heavensward and give it the caster consolidation treatment)


    • Dark Arts: rework it to be like DRG's Blood of the Dragon that increases potency of most offensive abilites by 150 or a passive trait that buffs Darkside from 20% to 40% damage increase or both or at least have it ignore Grit damage penalty


    • NEW WEAPONSKILL AT LEVEL 50: Scourge: combo potency of 300, combo effect of 35 damage over time potency and each DoT tick increases Blood Gauge by 2 for 30 seconds that also decreases targets damage dealt by 10%, combo action: Syphon Strike, Dark Arts combo potency and generates 20 Blood Gauge, Dark Arts combo effect is that if DoT is still active Dark Arts potency is doubled, also have it use 3.xx Delirium weaponskill animation.(Royal Authority would need to buffed but not something ridiculous and Storm's Path would have Fracture DoT with Bloodbath effect)


    • Living Dead: Reduce CD to 60 seconds(really, there is no reason to have that a 5 minute CD and Hallowed Ground is just as bad with an even longer CD, which also mean make PLD's Hallowed Ground 90 seconds with 5 more seconds of duration, and make WAR's Holmgang 45 second CD)


    • Salted Earth: increase radius by 5, decreases enemies damage dealt by 5%, increase enemies damage received by 5%


    • Abyssal Drain: 150 potency, Dark Arts potency 300 (PLD's Clemency would need to be buffed with a Shield Oath bonus of being AoE or generate a heal based shield in Shield Oath, as well as having Holy Spirit be AoE attack in Sword Oath) or make lifesteal baseline, and generate 3 blood gauge for each enemy hit by Abyssal Drain.


    • Sole Survivor: increases targets damage received by 20% and if there are any other nearby enemies, they get Another Victim status but with 10% and double duration(would need several new abilities in the next expansion which include increasing everyone's HP, HP recovery via healing magic, and everyone's damage dealt, same with PLD except replace increasing everyone's HP with decreasing damage received.) or make it more like Provoke with some better effects or a self enhancement that increases damage dealt and HP recovery via healing magic by 20% and reduces damage recieved by 20%(to make it have more synergy with healer)...


    • Carve and Spit: change Dark arts potency to 540, uses 25 blood gauge(introduce blood gauge at 60 instead of 62) or make it a threefold attack(effects would remain the same for this but MP generation might need to be reduced for non Dark Arts effects and Dark Arts potency would still be 450)


    • Level 62 Delirium: make it GCD or reduce cooldown to 15 seconds, restores HP and MP by 10% and consumes 50 blood gauge or justify 2 minute cooldown by adding more effects...


    • Quietus: either reduce Blood Gauge cost to 25 and 1 second recast if still using Blood Gauge use TP with a cost of 110 TP.


    • Bloodspiller: Make Dark Arts+Grit potency the standard potency, new Dark Arts+Grit potency 900(buff WAR's Fell Cleave to 920 potency) or remove Dark Arts+Grit potency(even I'm confusing myself with how I worded this... that's how bad Bloodspiller tooltip is) make it a standard 60 second cooldown.


    • The Blackest Night: uses 50 blood gauge, make self and target shields that last 30 seconds, Dark Arts effect makes it raid wide shield 10% total self HP when broken applies 10% HP recovery via healing and 10% damage dealt boost should any shield be broken

    If anyone thinks DRK would become too overpowered, then ask for your main job/class to get similar buffs... Also listed some changes for PLD and WAR so they don't get left behind... if calculated DPS would be more than SAM damage with tank stance penalty(and by extension Grit for DRK) then ask which buffs to remove nicely

    EDIT: Thought of some more reasonable stuff but probably won't happen until 5.0... mostly the trait stuff... also making sure EVERY TANK GETS BALANCED PROPERLY!

    EDIT 2: This all for PVE because people probably can't tell the difference without being told... then again all they need to do is look at what abilities aren't even being used in PVP because reading is hard apparently...

    EDIT 3: Forgot to mention this is going by level abilities are obtained.

    EDIT 4: When 4.2 is released, can someone please tell me how to delete threads such as this that I started or if it requires an Admin/Moderater to do that...?
    (1)
    Last edited by DRKoftheAzure; 01-27-2018 at 01:19 AM. Reason: even more updates still

  2. #2
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Dunno, literally anything would be nice though.
    (2)

  3. #3
    Player
    garret_hawke's Avatar
    Join Date
    Mar 2016
    Location
    Limsa Lomisa
    Posts
    94
    Character
    Garret Shadowwalker
    World
    Midgardsormr
    Main Class
    Ninja Lv 80
    why more DA actions. double weaving is already an issue and with these changes no way to dodge it.
    (2)

  4. #4
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,118
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by garret_hawke View Post
    why more DA actions. double weaving is already an issue and with these changes no way to dodge it.
    Did you not read the whole thing? More specifically about reworking Dark Arts into something similar to DRG's Blood of the Dragon?
    (1)

  5. #5
    Player
    Elyann's Avatar
    Join Date
    Jun 2017
    Posts
    18
    Character
    Elyann Shukumi
    World
    Balmung
    Main Class
    Summoner Lv 80
    Quote Originally Posted by DRKoftheAzure View Post
    • Grit and Darkside: If MP is reduced to 0 you lose both of these effects

    If anyone thinks DRK would be too overpowered, then ask for your main job/class to get similar buffs...
    No, thanks..
    That said, I'd like some buffs to DRK's power but I think some defensive buffs would be nice too ( especially pre 70...the class feels harder to level than the other two tank jobs ).
    (2)

  6. #6
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,118
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Elyann View Post
    No, thanks..
    That said, I'd like some buffs to DRK's power but I think some defensive buffs would be nice too ( especially pre 70...the class feels harder to level than the other two tank jobs ).
    I find your lack of faith most disturbing...
    That said you are not a hardcore DRK main... (nobody likes controlling their burst damage to the point where they don't burst at all and are just doing normal MNK damage, so go play a MNK if you want normal MNK damage)
    (0)

  7. #7
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    I do think mitigation tools under lvl 70 need to be looked at.

    Also BloodSpiller needs to be taken off the GCD.

    Also DP needs a MP cost reduction or a potency buff.

    But most importantly DRK needs party mitigation tool, otherwise there is still no reason to bring a DRK into any high level content over a PLD or WAR
    (0)

  8. #8
    Player
    garret_hawke's Avatar
    Join Date
    Mar 2016
    Location
    Limsa Lomisa
    Posts
    94
    Character
    Garret Shadowwalker
    World
    Midgardsormr
    Main Class
    Ninja Lv 80
    Ok miss that part cause i read it fast because it was late, but not sure i like it, mostly because it looks like OG DS
    (0)

  9. #9
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Do you have any idea how unbelievably powerful this would make DRK? This, no joke, would mean the meta would change to be double DRK. Actually it might even just be 7 DRK 1 healer. Stop being crazy pls.
    (2)
    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  10. #10
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by DRKoftheAzure View Post
    • Blood Price: reworked into stance, has a barrier effect that deals damage, barrier converts said damage dealt into HP, ignores Darkside MP refresh penalty, increase HP recovery via healing magic by 20%
    • Souleater: Lifesteal effect is baseline, Dark Arts combo effect increases damage dealt by 10%, Grit effect is decreases damage received by 10%, Dark Arts+Grit combo effect decrease target's dealt by 20%
    • Dark Passenger: effect is increases targets damage received by 5%, Dark Arts effect is reduces targets dealt by 5%
    • Salted Earth: increase radius by 5, decreases enemies damage dealt by 5%, increase enemies damage recieved by 5%
    • Sole Survivor: increases targets damage received by 20% and if there are any other nearby enemies, they get Another Victim status but with 10% and double duration
    • The Blackest Night: make self shield last 30 seconds, Dark Arts effect makes it raid wide shield 10% total self HP when broken applies 10% HP recovery via healing and 10% damage dealt boost
    With the state of DRK right now it really does pain me to say that any suggestions would be OP, but this isn't just OP, its bordering on a joke thread. Are you actually serious? Do you really need to even be told why these changes are bad? This would put DRK's DPS statistically closer to BRD than WAR.

    All due respect, but this actually hurts our cause more than it helps it. Try to actually think about the buffs you are suggesting so that the community and SE will take us seriously and we can see real fixes. This just makes us look bad. If I could wave a wand and delete this thread, I seriously would. It shoots the credibility of other DRKs requesting (reasonable) buffs and fixes to the job in the foot.
    (18)

Page 1 of 9 1 2 3 ... LastLast