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  1. #1
    Player
    Luin's Avatar
    Join Date
    Dec 2017
    Posts
    287
    Character
    Luin Vereist
    World
    Lamia
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Tint View Post
    sounds good for me. i don't want to use my utility skills for damage anyway.

    however, they should just increase the range already. getting pushed out of the range of plunge makes the gap closer almost useless...
    Plunge is like at least 2-3% of your dps alone, without even considering the additional MP it grants during Blood Weapon. I mean, why would you willingly and knowingly do less damage? It's literally 1 more button to push every 30 seconds. You wouldn't think it's acceptable for a DRG to not use Jump, would you? Or a SCH to forgo Energy Drain?

    To put it into perspective, Plunge is 400 potency a minute. Carve and Spit is 450 potency a minute. You wouldn't ignore Carve and Spit, would you?

    Quote Originally Posted by WhyAmIHere View Post
    or just make Plunge match it's peer with Onslaught. sure WAR has holmgang, but that's just an additional effect to it's invuln skill.
    Assuming you mean 100pot/15s cd (same as Onslaught), you just essentially give drk extra 53-105potency/minute, if they run 11 or 12hit Delirium gcd, respectively.

    But if you mean make Plunge cost 20blood gauge then congratulations you make DRK unplayable. Onslaught and Upheaval cost 20 because Path gives 20. Souleater gives 10.
    And if you think buffing Souleater to give 20 is fine, it isnt. DRK already plays like a bad WAR, that would just cement it.

    The only change Plunge needs is a much faster animation, like Shoulder Tackle or Onslaught.
    (0)
    Last edited by Luin; 03-26-2018 at 09:53 AM.

  2. #2
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,345
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Luin View Post
    Plunge is like at least 2-3% of your dps alone, without even considering the additional MP it grants during Blood Weapon. I mean, why would you willingly and knowingly do less damage? It's literally 1 more button to push every 30 seconds. You wouldn't think it's acceptable for a DRG to not use Jump, would you? Or a SCH to forgo Energy Drain?

    To put it into perspective, Plunge is 400 potency a minute. Carve and Spit is 450 potency a minute. You wouldn't ignore Carve and Spit, would you?
    i think you don't understand my point.

    of course i don't want to do LESS damage, but i also don't want to hold on Plunge to save it for knockbacks, since it's a dps loss right now.

    i want to do my dps without worrying to waste my gap closer :O like they removed the damage from Stun and Silence.

    they can simply remove the 200 potency here and put it to somewhere else, Dark Passenger for example xD
    (0)
    Last edited by Tint; 03-26-2018 at 03:09 PM.

  3. #3
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Luin View Post
    Assuming you mean 100pot/15s cd (same as Onslaught), you just essentially give drk extra 53-105potency/minute, if they run 11 or 12hit Delirium gcd, respectively.
    I mean, if the whole complaint is that DRK doesn't do enough damage for the lack of utility it brings to a party, then why is them doing more damage a concern?
    (1)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Just increase Plunge range so that, like a Shoulder Tackle, it's decently reliable as a knockback counter. And decrease its animation lock duration while we're at it.
    (2)

  5. #5
    Player
    MahoSenshi's Avatar
    Join Date
    Feb 2016
    Posts
    133
    Character
    Raven Quinn
    World
    Cerberus
    Main Class
    Paladin Lv 70
    PLD can enter HS phase to mitigate downtime from the boss
    Most of the time - no. HS phases are timed to rotation phases, saving them for knockbacks will be overall DPS loss most of the time.
    I agree that having to anti-knockback ability sucks. Just as having no gap-closing ability. As always, WAR have both, while two other tanks suffer
    (1)

  6. #6
    Player
    BlackironTarkus's Avatar
    Join Date
    Jul 2015
    Location
    Ul'Dah
    Posts
    104
    Character
    Jin Karasu
    World
    Balmung
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by MahoSenshi View Post
    Most of the time - no. HS phases are timed to rotation phases, saving them for knockbacks will be overall DPS loss most of the time.
    I agree that having to anti-knockback ability sucks. Just as having no gap-closing ability. As always, WAR have both, while two other tanks suffer
    When faced with a situation in which you will have 0 dps for more than a certain number of globals, why wouldn't you burn your MP on holy spirits? Like if you get burning winds in 7s. I don't pld enough but wouldn't that be a dps gain over sitting there doing nothing? even if it messes up 1 HS phase
    (0)

  7. #7
    Player
    MahoSenshi's Avatar
    Join Date
    Feb 2016
    Posts
    133
    Character
    Raven Quinn
    World
    Cerberus
    Main Class
    Paladin Lv 70
    For long disconnects, sure. For knockbacks? Lets assume PLD lose Tempered Will (which already have way longer CD than Arm's Length or Surecast). Boss pushes you away. You can HS but then will need to run in melee anyway, and often next mechanic is a raid-wide AoE so you need to be close in order to get heals.
    (1)

  8. #8
    Player
    Eyvhokan's Avatar
    Join Date
    Jun 2017
    Posts
    200
    Character
    Eyvhokan Poseidal
    World
    Shiva
    Main Class
    Miner Lv 70
    Can it be put on Dark Mind?

    Phantom Train (or rather Remorse') knockback is called All in the Mind or something like that.

    Quote Originally Posted by HaelseMikiro View Post
    Be careful what you wish for, otherwise SE will make Plunge cost MP and be a dps loss when used cooldown, lol
    I'd rather it be DPS neutral (or slight loss, except it is a gain when it increases uptime), to be used as a mobility tool, and the overall damage be just rolled into a potency increase of heavy slash or something. Onslaught is a really well designed ability that is a tool that has a purpose rather than 'press on cooldown for damage'.
    (0)
    Last edited by Eyvhokan; 03-22-2018 at 09:19 PM.

  9. #9
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Eyvhokan View Post
    Can it be put on Dark Mind?

    ...I'd rather it be DPS neutral (or slight loss, except it is a gain when it increases uptime), to be used as a mobility tool, and the overall damage be just rolled into a potency increase of heavy slash or something...
    I've actually been saying this..
    • Make Dark Mind function as an anti-knockback, making it useful in situations when there will be no magical damage for 60s
    • Reduce the potency of plunge to 100, making it less of a DPS loss when saved for utility. Increase Plunge range and reduce animation lock to match other gap closers.
    • Add the potency taken from plunge to Dark Passenger, making it useful on single target.
    (1)

  10. #10
    Player
    Phileas's Avatar
    Join Date
    Aug 2013
    Posts
    229
    Character
    Dia Beetus
    World
    Behemoth
    Main Class
    Paladin Lv 80
    Quote Originally Posted by BlackironTarkus View Post

    PLD: Tempered Will + Hallowed if you really need it (180s, 420s)
    WAR: Timed charge + Holmgang (20s + 10 guage, 180s)
    DRK: Timed leap (30s
    Inner release also negates knock back for WAR.
    (1)

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