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  1. #1
    Player
    Quor's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Alexya Ultor
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by shao32 View Post
    no, they are not similar but fall in the same category with is mitigation utility to the raid, SIO is superior in all sense bcs shield 8 person every 90 seconds for almost every important raid damage, to shield 8 person with TBN you have to spend 120 seconds.

    we can talk about they work diferent yes but in the end SIO offer much more damage mitigation even much more if you planned you CD usage and have all the time raw to spend on SIO while TBN become counterproductiveuse used almost on CD due you will constantly overcaping you blood due the little control you have about when exactly pops and after reach a certain number TBN become a dps loose.
    No, SIO and TBN aren't the same thing, but I understand what you mean. Ideally, TBN is a solid anti-buster cooldown (and it fits that role nicely) OR a good raid helping skill for damage mitigation on a single target. In practice, with the recent SIO change that occurred in the last big patch, TBN has been overshadowed in that role. It's very easy to RI+SIO and get a 12% max hp shield on everyone in the raid with a 90s CD, and it's not that much harder to bump the shield up to 16% via well-timed use of Vengeance or ToB. And that's fine, since it's a single cooldown that, on it's own, isn't so hot. The issue is, while baseline SIO is 8% per person, TBN is only 10% on everyone but the DRK. Imo, TBN needs to be buffed to 15% when used on others in order to slot it more firmly in the niche of "use this as a cooldown to actually save one person's life." That would be a net of 60% over the course of 60s, whereas baseline SIO is 64% with a 90s CD, or 96% when paired with a single defensive CD.

    I'd also like to see some kind of "consolation" mechanic if TBN doesn't get popped, but only on others. Something uniquely DRK, like a short-term buff that removes MP cost for the next two moves, or maybe the next Quietus or BS is auto-buffed with a free DA that is exclusive to that skill.

    As for the prospective changes themselves, they're not terrible, but this obsession with DA usage needs to stop. I agree with those saying that DRK needs another combo of some sort. Functionally, DRK's have one combo of any worth right now, and while it's true we intersperse BS every now and then, there's so little variety that it makes me yearn for the days of HW DRK.
    (1)
    Last edited by Quor; 05-20-2018 at 02:06 PM.

  2. #2
    Player
    DaulBan's Avatar
    Join Date
    Jun 2016
    Location
    Limsa Lominsa
    Posts
    282
    Character
    Daul Ban
    World
    Ultros
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Quor View Post
    snip
    A flat 20% of the DRK's HP in a shield no matter who the target is could be kinda interesting. It'd be a pretty exceptional single target piece of mitigation that stacks with other shields, sorta like Intervention but a lot beefier.
    (0)
    One day I'll be the MT mountain I want to be... But that day is not today. (As of Patch 3.2)

  3. #3
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Quor View Post
    snip
    thats what i mean, are diferent skills but offer the same, mitigation to others but in diferent forms, and SIO offer much more mitiagiton that TBN by a mile so due that relation DRK should out dps WAR by at least 100 dps to be complety in line with the other 2 on what they offer to the raid.

    i highly preffer they buff DRK dps over buff TBN so this will make WAR dont be the best on everything except on raid utilitywith its just almost head to head with paladin.
    (3)

  4. #4
    Player
    Megguido's Avatar
    Join Date
    Jul 2017
    Posts
    145
    Character
    Minati Illu
    World
    Cerberus
    Main Class
    Summoner Lv 90
    Quote Originally Posted by shao32 View Post
    no, they are not similar but fall in the same category with is mitigation utility to the raid, SIO is superior in all sense bcs shield 8 person every 90 seconds for almost every important raid damage, to shield 8 person with TBN you have to spend 120 seconds.
    You can pretty much turn this statement around and say TBN is superior to SiO because TBN mitigates tankbusters way better than SiO.

    It's hard to compare those two abilities on the same usage, since they are not made for the same thing.
    (3)

  5. #5
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Megguido View Post
    You can pretty much turn this statement around and say TBN is superior to SiO because TBN mitigates tankbusters way better than SiO.

    It's hard to compare those two abilities on the same usage, since they are not made for the same thing.
    i go to re-writte all the post.

    they are made for the same thing, extra mitigation on other members of you team, the purpose is the same, SIO is for aoes TBN for single target thats clear but dont change the final goal, single target shield dont have much more value that aoe shield in general TBN is not strong enough to make any diference on your healers, specially due aoes are much more present that single target mechanics with are most of the time random ,making you interrup you rotation, select the correct team mate and pray the ping put the shield on time, SIO its just straight forward like everything on WAR great effect minimun effort.
    we can use TBN to help the MT yes and that dont requred much effort but SIO is 90 seconds, its like a rampart and can be buffed with the skills you dont use or dont need in that moment, it can mitigate almost all TB for you co-tank too and better.

    in resume SIO have to short recast it can be used for many single target mechanics too if they want it or need it but most of his value come from aoes specially those aoe chains helping a lot healers to top the party up a lo more faster and all the lb bars they generate from the superior over all damage mitigated.
    (0)
    Last edited by shao32; 05-22-2018 at 12:26 AM.

  6. #6
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    I don't understand, they acknowledged that a common complain is that we have to much Dark Arts to spam and they decide to add a Dark Arts effects to a new oGCD ? So that we'll have something else to double-weave ?!

    And it's funny to see Shadow Wall changed when they stated they couldn't do it because content is balanced around CD Timers

    As for Sole Survivor, it's a nice utility change, that will actually give a bit of synergy with Living Dead.
    Quote Originally Posted by DaulBan View Post
    Now that everything that uses DA does damage there's no real need to worry about if your DA gets 'Eaten' or not. Personally, I think that's a welcome change.
    Well, now, you can't precast Dark Arts, Plunge, then use Carve And Spit at pull...who knows, maybe the next step is to bump Carve and Spit to 310 native potency and still 450 with DA...
    (2)
    Last edited by Reynhart; 05-18-2018 at 07:56 PM.

  7. #7
    Player
    DaulBan's Avatar
    Join Date
    Jun 2016
    Location
    Limsa Lominsa
    Posts
    282
    Character
    Daul Ban
    World
    Ultros
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Reynhart View Post
    Well, now, you can't precast Dark Arts, Plunge, then use Carve And Spit at pull...who knows, maybe the next step is to bump Carve and Spit to 310 native potency and still 450 with DA...
    I think the simple solution would be double weave DA and CnS.
    (2)
    One day I'll be the MT mountain I want to be... But that day is not today. (As of Patch 3.2)

  8. #8
    Player
    Daeriion_Aeradiir's Avatar
    Join Date
    Jul 2014
    Posts
    601
    Character
    Daeriion Aeradiir
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Reynhart View Post
    Well, now, you can't precast Dark Arts, Plunge, then use Carve And Spit at pull...who knows, maybe the next step is to bump Carve and Spit to 310 native potency and still 450 with DA...
    Assuming you have a NIN in the party that knows TA timings, you should be delaying your first C&S till first TA at GCD 4-5 so that it's also aligned with TA & slashing debuff is up, so this change doesn't change much regarding DRK opener, just gives a ton of extra enmity on the opener if you're pulling.

    The shadow wall and DM changes are pretty great steps forward though. DRK can effectively delete TB damage in magic fights, and has a better time in physical fights like 07S now. Most of the changes are quite welcome steps forward, but they still need some ironing out.
    (2)

  9. #9
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    these are some pretty good changes though gotta admit great start especially with all the enminty effects added
    (4)

  10. #10
    Player
    347SPECTRE's Avatar
    Join Date
    Feb 2017
    Location
    Limsa Lominsa
    Posts
    586
    Character
    Khirrika Moshroca
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    It's a start, although they really shouldnt have put DA on plunge. If they really want us to use it so often, they should at least let the DA charges stack up.
    (6)

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