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  1. #1
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by InfiniDragon View Post
    No kidding, but they aren't changing it is my point. It doesn't matter what they pulled from other jobs, this is their DRK just like that scythe class in XI was that game's DRK.

    They aren't going to put in that kind of effort to appease the "there are dozens of us" niche group people shouting about it not feeling like they think DRK should.

    You're much better off hoping reworks will make it feel more like you envision a DRK (which can totally happen in 5.0) than imagining that they'll change this job to Rune Fencer.

    Oh and...

    http://forum.square-enix.com/ffxiv/t...rit-in-savages

    People totally did have threat/enmity concerns with DRK.
    From the same thread with many other people going over the same thing.

    Quote Originally Posted by Cabalabob View Post
    Lucid dreaming cuts your healers enmity in half so if they’re using that regularly (which they should be for mp anyway) they shouldn’t take aggro, if they do they’re cure bombing like crazy.

    Melee dps have diversion to reduce their enmity generation by 90%, using that during their burst window will really help keep their aggro in check.

    DRG also has elusive jump which cuts enmity in half and has a 30 sec recast, if they can find places to weave that in (gap closer) they’ll never take hate.

    NIN has shadewalker which gives 80% of their enmity to the target (you) which helps you hold the lead. And smokescreen which prevents a target party member from catching up.

    Ranged have refresh and tactician which also cut enmity in half so if used at the right times should be enough to keep their aggro in check.

    Casters have access to both lucid and diversion.

    Tanks have shirk which gives 25% of their enmity to you, they should be using this in combination with provoke to give you a large enmity boost while keeping theirs down.

    Basically everyone has enmity control, and unlike grit, all of these options are oGCD and don’t reduce their damage dealt by 20%. Your job is to take the enmity lead, their job is to make sure you keep it.

    You are now armed with the knowledge of every enmity tool at your party’s disposal, go tell them to step it up.
    So while Enimty gain was the weakest on Dark Knight, it was not the main concern that consistently showed up through out a large amount of threads. Dark Knight sucking at Utility 100%, not pushing out enough DPS when compared to the other tanks, and clunky general design however was.

    Also wishing they would / they should rename into Rune fencer does not equal they will make it into Rune Fencer. They will instead give us less content in exchange for making more mog station glamor for us to buy, FATE grinders for relics, and re-hases of content they've already tried and that has failed. But eh, I'm here to chill with a few friends only anyway.

    And finally, DRK's in FF11 use Great Swords, Scythes, Axes, single swords, and shields. Great Sword has been their main weapon in 11 for the last 3-4 years in terms of DPS, while the Scythe only helps if you have the Relic which allows them to co-tank if they put dozens of hours into the game ( Assuming no outside help for gil farming)
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    Last edited by Seku; 05-19-2018 at 10:18 AM.