


That just moves the goalposts instead of actually scoring a touchdown tho.At this point, since we need to DA almost everything, may as well turn into a buff that drains your MP overtime like the old Darkside, but at a faster rate. I'd name it "Night Stance", which gives you the "Dark Arts" effect. While the buff is up, all the moves that previously required DA, will be automatically buffed. This would address the need to press DA for everything. You can toggle it off and on for the sake of preserving your mana. While the stance is up, you can still remover MP from Syphon Strike, Blood Weapon, Blood Price, Delirium and Quietus.
If anything players that choose DRK and don't know how to manage their MP and Dark Arts need to find a different Tank Role. That or I wished SE would do an advance training on jobs to make sure players understand the whole purpose of their CD's.

I'm on the same opinion as Chrono drk need a rework but since its viable we can't expect anything other than buffs before 5.0.


Agreeing with the OP. DRK needs to find a theme for its own, however I do disagree with this copy/pasta of all tanks bringing raid-wide mitigation outside their LB3.
In terms of sacrificing HP for damage, it technically does that when you have Blood Price active but I would rather prefer to have this continuously active, so that this "HP resource buffer" is able to be used with a lot of other skills much more often without relying just on doing physical attacks.
Second point is that the Current Resources: Blackblood, MP and TP are over flowing in general. These resources need better usage and gameplay that supports them.
Third and last, DRK should be a greedy job. Having the toolkit to make most of the situations. The Blackest Night is a skill going in that direction. Having all these AoE capabilities needs to be rewarding. Single target should be solid and rewarding, instead of a poor usage of a resource to buff your abilities.
Last edited by Mahrze; 01-17-2018 at 05:12 AM.

Give it back the stuff they stole from us in HW and the job would be a lot better, wouldn't need a whole rework, just changes to specific skills then.
The problem with HW WAR/DRK was that they removed tons of utility/dps from the jobs but did nothing to really replace them and so they are slowly being forced to fill in the gaps that were left.
Halo kid


Well, that's because they seem to have a limited view on how they balance jobs.
Kinda scary looking forward if they start adding more tanks
If you say so.
Yes exactly please make DRK the 5.0 BRD because right now the class is a mess and some the skills cost an absurd amount of MP with little value (looking at you dark passanger) but even if they gave it back it’s HW skills it would still have no identity at all
PLD completely took over the magic tank role which I’m not mad at but just means DRK should have had a little bit more imagination put into it which is weird because I feel like DRK is the tank with a limitless amount of ideas that could have been put into it but here we are with the least imaginative broken class lol good job SE



I think DRK needs more abilities. We need at least 1 more defensive ability and possibly scourge back




I can't really say it needs a complete rework or not. I have no idea how DRK is post 60 since I don't have SB. I also can't really compare it to the two tanks since I don't play them. However, there are some things about 30-60 DRK that I feel would improve its gameplay if they made some adjustments.
Let Blood Weapon remain usable in Grit, and have it automatically drop if you activate it. The 2.5 second ogcd is brutal when you want to go into offensive stance. I believe this clunkiness contributes to DRKs committing to only one stance.
Dark Passenger is an OGCD with a CD timer, but still costs MP? And a butt load of it to boot. I can't think of any situations where I would DA a Dark Passenger over DA an Abysmal Drain. This skill needs a serious adjustment somewhere, or even multiple places.
My issue with Dark Arts isn't so much the spam. I mean, this is an issue too, but the biggie is you can hit it multiple times before the duration expires. With our abilities are being so expensive, just take away this potential derp by greying out the ability if it is in effect.
Lastly is I feel squishy AF. Even though I only play DRK, I am aware that they have the worst mitigation of the three tanks. I believe this can be compensated for, and also help give DRKs more identity by being able to enfeeble mobs, inflicting them with status effects such as slow, disease, paralyze, etc. These status ailments can be woven into currently existing abilities as additional effects.
Anywho, just my $.02 from a newbies perspective.
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