
Syphon strike has always had the mp gain se just tacked on the dark arts potency increase in stormblood. As another poster said it messes with the flow of the job.


My personal list of wants
1. Bloodspiller gaining an HP restore effect.
Gives the Dark Knight a little more sustain. Doesn't really make them tankier, but does make them less reliant on spot heals. If you don't bring the deeps, you should be enabling the deeps, and any GCD the Dark Knight saves via self healing is an implicit gain.
2. Blood Price's MP restore is based on damage taken proportional to maximum health.
Both a buff to dungeons and to Grit in general, assuming they don't become unlocked from stances. Enables more Dark Arts usage, which in turn allows Dark Knight to utilizie more defensive measures without compromising offensive options.
3. Dark Passenger qualifies for Blood Weapon.
Allows it to be a suitable tool in use for AoE as well as being somewhat neutral when used on a single target in Blood Weapon windows. (+MP +3 blood). The Blood Price change listed enough would allow use in Grit.
4. Sole Survivor is changed. Somehow.
I have plenty of ideas regarding this, but making it retain the flavor and I'm assuming intent of the ability, and also giving Dark Knight a 'wtf aoe effect' ability.
Sole Survivor
Ability
Duration: 20
Recast: 120
Effect: Gain 5% increased Attack Speed, 5% of damage dealt as health, and 5% reduced MP costs. These bonuses increase by 5%, up to 35%, for each nearby enemy. Enemies that die near you extend this duration by 3 seconds.
Would love if living dead got a reboot


Yes siphon strike has always added to our mp, but now we need Siphon Strike to have a dark arts effect because we don't have an MP drain anymore. This leads to a larger amount of mp gained through our rotation than we can drain away with dark arts as in the 3.x rotation. That is what Tint means when he says it has an important function now. Removing the dark arts effect from siphon strike would need to be balanced with potency increases elsewhere, or a second way to frequently drain mana, since we would immediately start taking losses once we are forced to overcap our mana.
Personally I want to see blood weapon/price gain delirium as a trait, increase the speed buff of blood weapon to get extra hits in the buff naturally without skill speed, lower animation locks across the board, increase average combo potency by 10, increase bloodspiller by 20 potency, and increase carve and spit to 520 potency.
Last edited by Chrono_Rising; 05-08-2018 at 10:11 AM.


Maybe just increase the effect and cost of Dark Arts. 210 at 3600 is the same ratio, lets you dump harder, and reduces the frequency at which you need to hit it. Carve and SPit would need a similar increase though, or just have it be its own button without needing DA


This results in an overall nerf since you will not be able to get off as many dark arts in buff windows as you can now.


I’m not going to excel spreadsheet your idea for you. But I will look at the ideal trick attack for both current scheme and your suggestion. Since trick attack isn’t in our control as for where it starts in our GCD I assume we will get 4 GCDs in trick (5 if we are lucky but again not in our control).
Currently in trick attack we attempt to: Bloodspiller, Syphon Strike, Soul Eater, Bloodspiller with a carve and spit in there as well. 3 GCD dark arts and 1 dark arts on carve and spit (100 potency + 2.5 dark arts) and likely a plunge after the final bloodspiller. This is a total potency of 5.5*140 which is 770 potency from dark arts, with a combo potency of 1,350 and 200 from plunge. Total Potency 2,420.
In your scheme we will need to dark arts before a syphon strike, and hit syphon strike again during trick attack in order to get off the third dark arts for mana requirements. This is because in your scheme Dark Arts costs 3600 MP but Syphon strike has been unadjusted (still restoring 1200 mp). I imagine the rotation will look something like this: Soul Eater, Hard Slash, Syphon Strike, Bloodspiller. Again we will try to weave in a dark arts carve and spit as well as plunge. You said Carve and Spit would need adjusting, I’ll assume it continues to act like 2.5 dark arts. This means we get 4.5 dark arts equating to 945 potency, 200 potency from plunge, and a combo potency of 1200 (extra 100 added here from carve and spit). Total Potency: 2345
We lost 75 potency with your scheme in an “ideal” trick attack. Blood weapon will change the assumptions, and it lines up with every other trick attack, meaning that the ideal trick window will change every other trick along with changes when delirium may line up, this means most of our trick windows will change in every trick attack and enhance the micromanagement of our GCD and resources. Not to mention, if anything goes wrong, any timer becomes unaligned for any reason, more “ideal” rotations may not align and may not align again for the duration of the fight. This also doesn't address that we now need to go through 3 Syphon Strike combos in order to get 1 dark arts, as compared to 2 Syphon Strike Combos for 1 dark arts. I'm less sure how that will play out however, i expect they will balance each out (50% longer to do 50% more potency) but may make lining up your resources to pull off the ideal trick attack more difficult.
Last edited by Chrono_Rising; 05-08-2018 at 12:15 PM.




Carve and Spit just needs to be 450 constantly. It has a 60s CD.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
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