Highest i saw SB DRK go was like 48 apm, i usually hovered around 45
New DRK highest ive seen is like 38. Objectively slower, not to mention the fact that most of the apm from new DRK comes in burst windows, rather than the constant flow of old
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"



The majority of that drop in APM is from the removal of Dark Arts spam, which was pretty much the most repeated gripe with DRK in Stormblood. If you remove the repeated pressing, or spamming, of a button, you tend to end up not pressing buttons as much. It's a pretty logical conclusion to draw and is to be expected.
Now if you want more APM, then ask specifically for that and provide solutions like shorter recasts on oGCD abilities instead of continuing to repeat nebulous complaints like "DRK is so slow now, I hate it".
Last edited by TouchandFeel; 07-06-2019 at 02:08 AM.
If you think Shb DRK is fast and exciting compared to SB DRK then you were not playing the class at a high level no offense btw but SB DRK was considerably faster with more options and resource management synergy between skills and effects in general.
Right now the only actual skill interaction you got is TBN break into Flood
Delirium no longer affects other skills just lets you use bloodspiller 5 times
Blood weapon no longer affects abilities/OGCD's so there's no reason to align your ogcd's with blood weapon anymore it also no longer hastens your GCD cooldown
Dark arts can no longer be managed for use with the right skills for maximum efficiency
(high potency attacks for additional crit/dh scaling)
(abyssal for lifesteal)
(power slash for emnity)
Quietus no longer grants MP its just a 210 potency aoe locked behind blood
Salted earth no longer generates blood
Abyssal drain went for a GCD with no cooldown to a OGCD with 60 seconds cooldown and horrible potency/lifesteal its even worse then pre-buff dark passenger from SB this also butchered our ranged aoe emnity control and ability to pull mobs
Resource generation has gotten atleast 4 times slower than in SB
The new DRK abilities from Shb offer little to nothing in terms of gameplay. And our ultimate skill Living shadow is just a 60 second ogcd 50 blood DOT that does nothing the first 6 seconds after activating it and when it does go active it starts thowing out quietes and aoe's on a single target boss.
This class got butchered harder in terms of gameplay and depth than HW WAR to SB WAR not to mention they already removed the entire tankstance and emnity concept of tanking
This rework combined with tanking changes makes it miserable for any experienced player/raider



No true Scotsman would ever like the Dark Knight rework
It's fine if you don't like the rework, everyone is entitled to their own opinion, but fallacious statements like the quoted one are ridiculous and being thrown around far too much.
Last edited by TouchandFeel; 07-06-2019 at 01:42 AM.




APM is also fight specific. A fight with a relatively high amount of downtime is going to have lower APM across all jobs. You also see a rise in APM with gear, as you can eat mechanics that you're not really supposed to for extra uptime.
You're much better off looking at relative APM values between two jobs (such as NIN) in the same fight than you are comparing the same job on different fights. If NIN APM is 40, then you're probably not going to be playing at a higher APM.
It's pretty clear that DRK and GNB are the faster tanks in this expansion. The difference is that GNB follows a rigid rotation much like PLD and doesn't have any real resource management, while DRK is much more fluid and punishes you for not being at correct thresholds at correct times. LS appears to be particularly important to get out as soon as you can, as it looks like it accounts for around 10% of our dps.
I would assume having to hang on to 3k MP and make sure you don't fall below that so you're always able to use TBN isn't as fluid as it sounds, but maybe it is in practice.APM is also fight specific. A fight with a relatively high amount of downtime is going to have lower APM across all jobs. You also see a rise in APM with gear, as you can eat mechanics that you're not really supposed to for extra uptime.
You're much better off looking at relative APM values between two jobs (such as NIN) in the same fight than you are comparing the same job on different fights. If NIN APM is 40, then you're probably not going to be playing at a higher APM.
It's pretty clear that DRK and GNB are the faster tanks in this expansion. The difference is that GNB follows a rigid rotation much like PLD and doesn't have any real resource management, while DRK is much more fluid and punishes you for not being at correct thresholds at correct times. LS appears to be particularly important to get out as soon as you can, as it looks like it accounts for around 10% of our dps.
Everything is easy and slow if you do it on a dummy.
In a real riding conditions, DRK is going to be "alive" job. Take a look at warrior, you could do rotation with your own foot on a dummy, but it does play completely different in duties.
Which is one reason I've always been iffy about hearing how a job "flows". Not only is every fight going to mess up/change your flow but each person has their own feelings about how the flow should feel. Now I've only tried DRK on dummies and Overworld mobs but it doesn't seem to flow right to me. Maybe it works better in dungeons but I just can't bring myself to give it a try.
To quote an old Disney move, Square guys; "You threw off my GROOVE"
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