Merging TP into MP gonna suck real bad for DRK's.
Merging TP into MP gonna suck real bad for DRK's.



Well this expansion DRK is getting a complete rework so it should be good. Or at least we all hope.



General consensus seems to be that they are going to remove tp costs from single target skills and add mp costs to aoe skills, curious though if current tp classes will get a flat 1k mp or if our mp pool will be increased by lvl.
If they don't go that route and make physical aoe cost nothing, will that mean that pld/drk aoe enmity generators will lose their cost, will dps aoe skills lose some potency to compensate for ability to spam them endlessly?
Mnk is also in a funny situation then too, since their only real aoe that isn't on a cd can only be used every 3rd hit.
It'll be interesting to see how the tp change affects job rebalance in 5.0
Uh huh. I used to main Drk, as far as tanking goes, from 3.15 to just before 4.1,after I earned the armored panther and called it quits for that job. We can certainly hope things improve, but the pattern for expansion plus featured job hasn't necessarily been great, historically. So... Fingers crossed, yeah?
I fail to see the reason for optimism between these two parts...
One would assume, true. But, one would also be disappointed more times than not in doing so...
On topic:
Personally, I just wish they'd get of universal unconnected or barely-integral resource systems in general. Unless your job interacts uniquely with MP, as SMNs almost did with Ruin III back in HW, healers still kind of do now, and BLM always has... revamp the job's interactions until they do. Or get rid of MP/TP and just turn it into an actually deep job gauge.
The idea is that DRK isn't very good currently, so any rework must be an improvement.I fail to see the reason for optimism between these two parts...
One would assume, true. But, one would also be disappointed more times than not in doing so...
On topic:
Personally, I just wish they'd get of universal unconnected or barely-integral resource systems in general. Unless your job interacts uniquely with MP, as SMNs almost did with Ruin III back in HW, healers still kind of do now, and BLM always has... revamp the job's interactions until they do. Or get rid of MP/TP and just turn it into an actually deep job gauge.
However, DRK isn't as bad as people think. It could do with a rework of Living Dead, and some ergonomic redesigns around Blood Price/Weapon and Grit/Darkside, but besides that, it's all good.
Even Dark Arts isn't that bad anymore. It's pretty simple how it grants a flat 140 potency besides AoEs, so you don't need to use it with everything and it's pretty simple to decide what to use it on based on that skills additional effect.
Single target: C&S (max DPS) > Souleater (for HP) > Syphon Strike (MP neutral 140 potency boost)
AoE: Quietus and Abyssal Drain spam on proc between SE combos.
But if TP is reworked in a way some people have suggested, that weaponskills will have no cost and only AoE attacks will cost MP, then actually, DRK doesn't lose anything, because all of DRK's AoE attacks already cost either MP or Blackblood.
Last edited by Seraphor; 01-25-2019 at 09:44 PM.
Fair enough. I was just being salty based on the negative gameplay effects of SB to my mains, with DRK chief among them. I don't mind running DRK for raids; it's just not nearly as fun as it used to be, imo. Honestly, I'd just like to see Grit MP cost halved, the cast changed over to a GCD-triggering, but not GCD-affected, ability, as per Heavensward Empyreal Arrow, and... no, that would quite nearly be enough already. It won't newly make it fun, but it'd reduce the vast majority of my frustrations.The idea is that DRK isn't very good currently, so any rework must be an improvement.
However, DRK isn't as bad as people think. It could do with a rework of Living Dead, and some ergonomic redesigns around Blood Price/Weapon and Grit/Darkside, but besides that, it's all good.
Even Dark Arts isn't that bad anymore. It's pretty simple how it grants a flat 140 potency besides AoEs, so you don't need to use it with everything and it's pretty simple to decide what to use it on based on that skills additional effect.
Single target: C&S (max DPS) > Souleater (for HP) > Syphon Strike (MP neutral 140 potency boost)
AoE: Quietus and Abyssal Drain spam on proc between SE combos.
But if TP is reworked in a way some people have suggested, that weaponskills will have no cost and only AoE attacks will cost MP, then actually, DRK doesn't lose anything, because all of DRK's AoE attacks already cost either MP or Blackblood.
Honestly, I don't even think, if weaponskills were to have MP cost as per the rest of the weaponskill-inclusive jobs, that DRK would be unfairly affected. Just reduce the costs down to Monk level and reduce the MP costs on the basic spells, and while you might inadvertently buff the ease of DRK's AoE MP management or slightly increase their relative MP generation over downtime... that's hardly a problem.
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