I also pop a defensive cooldown before using the macro if that helps(provided I have any off cooldowns given how hard enemy auto attacks hit you for) and I also don't use the /wait text command in the macro.We'll think about it in this way instead, a macro for gnashing fan combo will take over 6 seconds to being used, on that time you are unable to weave anything properly so you become vulnerable and your mitigations won't affect you on time or whatever, if you have to run out the boss mid combo the macro will be interrupted and other stuff, in resume you will have way less chance to adapt on combat.
So I finally got DRK to level 80, and I still think it sucks...
-Living Shadow is basically showing you what your Blood gauge combos could have been, and because it's a pet it has the possibility of being a DPS loss because the boss goes untargetable, or trash dies too quickly, so bring back Dark Arts as a button you press to increase your potency by 200 and have it upgrade into Living Shadow which increases you potency by 400.
-Stalwart Soul is too ****ing bright, but I wish it was an oGCD DoT, and I would have rather have Dark Passenger at level 40 and it be the combo path for Unleash.
-Salted Earth needs to be replaced with target AoE that is part of the Unleash combo path, preferably the combo ender after Dark Passenger.
-The Blackest Night is either DPS neutral or a DPS loss for high cost, so remove the cost and the DPS neutral/loss effect, and Bring back Shadowskin, have it at level 4 and make it upgrade into The Blackest Night at level 70.
-Edge/Flood of Darkness/Shadow extending Darkside is fine, but because they both cost MP and DRK hate dying because of the huge penalty of death is even greater for them because they don't have the MP to get Darkside back up in time to save a wipe so they need to bring back Darkside as a button, and rework Edge/Flood of Darkness to just cost MP when you don't have blood gauge to spend and have them turn in Edge/Flood of Shadow when you have 50 and turn them into Blood gauge combo spenders like how the pet does it.
-Dark Dance could have been a better invuln for DRK instead of Living Dead... enough said on the invuln topic...
This my compromise, because of how bad DRK leveling is EVEN WITH THE TRUST SYSTEM, I refuse to get the level 80 artifact gear for DRK and I also refuse to do the level 80 DRK quest because of how bad DRK is in practice...
you know im doing exactly the same, if Sidurgu see my character with current DRK the one that will get punched won't be a moogle but my viera.
edit: didn't consider the whole sentence necesary but i don't mind quote all.
Last edited by shao32; 07-24-2019 at 07:53 AM.
I like some aspects of this but I think the implementation of living shadow and surging dark side would be considered too complicated based on the level of difficulty of the other tanks.
I think DRK just needs Delirium and Abyssal drain changed at minimum and living shadow needs another mechanic to make it more interactive if they really want to blow me away.
I'm particularly salty about Delirium as using abilities without cost is antithetical to the resource management tank.
I can see them adjusting potencies but not core concept or properties of skills. It seems like every skill a Tank has, the other tanks have a comparable skill. All tanks have a 30% cooldown, gap closer, ST/AoE gauge spender, skill that allows multiple gauge finishers, AoE DoT, self heal, short recast defensive, etc.
DRK animations are too long to even just enjoy looking because of things like enrage timers, which just make the job look clunky and makes it feel like most of DRKs abilities need to be GCD but have really high potency on said GCD to make up for the fact that they are on GCD.I can see them adjusting potencies but not core concept or properties of skills. It seems like every skill a Tank has, the other tanks have a comparable skill. All tanks have a 30% cooldown, gap closer, ST/AoE gauge spender, skill that allows multiple gauge finishers, AoE DoT, self heal, short recast defensive, etc.
And yes I am aware that people probably hate or even cringe at such a concept, but with long animations like the ones DRK has, it feels like it needs to happen. If something takes longer than 1 GCD to finish, than it needs to be on the GCD. If takes less than half of a GCD to finish then it needs to be oGCD.
So don't use living shadow if the boss is going to be untargetable. Bad play =/= bad ability.So I finally got DRK to level 80, and I still think it sucks...
Living Shadow is basically showing you what your Blood gauge combos could have been, and because it's a pet it has the possibility of being a DPS loss because the boss goes untargetable, or trash dies too quickly, so bring back Dark Arts as a button you press to increase your potency by 200 and have it upgrade into Living Shadow which increases you potency by 400.
So you want to remove Stalwart Soul (the combo finisher) and make it an oGCD Dot, and swap Salted Earth (oGCD Dot) to a combo finisher?-Stalwart Soul is too ****ing bright, but I wish it was an oGCD DoT, and I would have rather have Dark Passenger at level 40 and it be the combo path for Unleash.
-Salted Earth needs to be replaced with target AoE that is part of the Unleash combo path, preferably the combo ender after Dark Passenger.
Blackest Night may be DPS neutral, but it's not just a DPS skill. It's mitigation. Thus your healer can do more damage instead of healing you. Which would be a DPS gain. It should never be a DPS loss. Again, Bad play =/= bad ability. TBN is one of the best abilites in the game for tanks.-The Blackest Night is either DPS neutral or a DPS loss for high cost, so remove the cost and the DPS neutral/loss effect, and Bring back Shadowskin, have it at level 4 and make it upgrade into The Blackest Night at level 70.
Just wondering, why do you need darkside up to save a wipe?-Edge/Flood of Darkness/Shadow extending Darkside is fine, but because they both cost MP and DRK hate dying because of the huge penalty of death is even greater for them because they don't have the MP to get Darkside back up in time to save a wipe so they need to bring back Darkside as a button, and rework Edge/Flood of Darkness to just cost MP when you don't have blood gauge to spend and have them turn in Edge/Flood of Shadow when you have 50 and turn them into Blood gauge combo spenders like how the pet does it.
Living dead is the worst of the 4 invulns, but it's still absolutely fine.-Dark Dance could have been a better invuln for DRK instead of Living Dead... enough said on the invuln topic...
I found DRK levelling incredibly fun. It's a massive improvement on SB DRK, it feels like it flows so well, and got rid of the awful clunkyness that was dark arts spam that was not interesting or engaging in any way.This my compromise, because of how bad DRK leveling is EVEN WITH THE TRUST SYSTEM, I refuse to get the level 80 artifact gear for DRK and I also refuse to do the level 80 DRK quest because of how bad DRK is in practice...
Carve and Spit could do with either restoring more MP, or having a 30s cooldown. Alternatively, make it so it gives dark arts instead of restoring MP.
I like DRK's new play style (at least after you have a bit of Sks on it), but hoboy does its damage suck. Definitely needs some potency buffs. Would also say it needs better MP regen.
Idk why people are complaining about tank damage when the difference between top tank dps and lowest tank dps is less than 300.
Example (E2N):
GNB: 7,459.58 (Top)
PLD: 7,442.58
WAR: 7,229.49
DRK: 7,193.09 (Bottom)
GNB - DRK = 7,459.58 - 7,193.09 = 266.49
Numbers might look deceiving at first glance, but in reality, the difference is not that big.
I won't be concerned with tank personal dps unless the difference is much bigger.
With that small difference, I'd say just play the tank you enjoy most.
Last edited by Yeol; 07-24-2019 at 03:16 PM.
"BAAAAAARD!" - 2018
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