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  1. #1
    Player
    kobe-sabi's Avatar
    Join Date
    Mar 2016
    Posts
    126
    Character
    Ash Tikyrah
    World
    Behemoth
    Main Class
    Warrior Lv 100

    Drk Abyssal Drain

    can we please get two charges of "Abyssal Drain" 60 sec is way to long for this Ability, i been leveling all the tanks and the DRK feels like it lacks in the crowd control department. we only have "Rampart" and "Shadow Wall" to cycle through.
    (1)

  2. #2
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    You've got The Blackest Night, the most powerful "Short Cooldown" mitigation skill any Tank has. Everyone also has Arm's Length, which will slow anything that hits you while it's active. Add those to the Rampart and Sentinel arsenal and survivability will increase quite nicely.

    As for Abyssal Drain itself, it's the same cooldown as Equilibrium and Aurora - the skills that are basically its equivalents. Those two skills also provide 1200 potency of healing, whereas Abyssal Drain provides 200 potency per target. That means that in a big pull it's the best of the three.

    Meanwhile, Clemency is laughing at us all...
    (0)

  3. #3
    Player
    kobe-sabi's Avatar
    Join Date
    Mar 2016
    Posts
    126
    Character
    Ash Tikyrah
    World
    Behemoth
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Donjo View Post
    You've got The Blackest Night, the most powerful "Short Cooldown" mitigation skill any Tank has. Everyone also has Arm's Length, which will slow anything that hits you while it's active. Add those to the Rampart and Sentinel arsenal and survivability will increase quite nicely.

    As for Abyssal Drain itself, it's the same cooldown as Equilibrium and Aurora - the skills that are basically its equivalents. Those two skills also provide 1200 potency of healing, whereas Abyssal Drain provides 200 potency per target. That means that in a big pull it's the best of the three.

    Meanwhile, Clemency is laughing at us all...
    My Warrior Nascent Flash makes clemency look like a joke, i can pull everything pop infuriate, Nascent flash, cyclone, overpower, temepest, back to almost top off.
    (1)

  4. #4
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Donjo View Post
    You've got The Blackest Night, the most powerful "Short Cooldown" mitigation skill any Tank has. Everyone also has Arm's Length, which will slow anything that hits you while it's active. Add those to the Rampart and Sentinel arsenal and survivability will increase quite nicely.

    As for Abyssal Drain itself, it's the same cooldown as Equilibrium and Aurora - the skills that are basically its equivalents. Those two skills also provide 1200 potency of healing, whereas Abyssal Drain provides 200 potency per target. That means that in a big pull it's the best of the three.

    Meanwhile, Clemency is laughing at us all...
    I would take Nascent Flash over Clemency any day since you are also doing dmg while healing, though it is ironic that the WAR has more lifesteal than DRK. But yeah, TBN till the cows come home. I haven't had any issues with DRK in wall to wall pulls so far.
    (2)

  5. #5
    Player
    Seraph522's Avatar
    Join Date
    Dec 2018
    Location
    Gridania
    Posts
    211
    Character
    Estelle Joyeaux
    World
    Adamantoise
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by kobe-sabi View Post
    My Warrior Nascent Flash makes clemency look like a joke, i can pull everything pop infuriate, Nascent flash, cyclone, overpower, temepest, back to almost top off.
    And with The Blackest Night, you can basically get a free extra 25% of your hp back every 15s if you use it on cooldown, which you should. If you're spamming your AoE combo alongside Blood Weapon, Cut & Slash, and Delirium, you should have more than enough mp to use it whenever it's off cooldown. Throw another cooldown between each and you're good to go.
    (0)

  6. #6
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Nascent Flash
    See, the thing with Nascent Flash is that selfishly using it on a party member who is not taking any damage solely to get the life steal is overwhelmingly likely to not be the intended use of the skill. They probably want you to use Raw Intuition instead, hence the cooldown share. I wouldn't be surprised if that healing gets nerfed. Then again, I wouldn't be surprised if it didn't get nerfed either. This is Warrior we're talking about :P

    But, a bit more serious: I don't have Warrior leveled up enough to use Nascent Flash yet. It's healing for 50% damage dealt, I hear? If so, wouldn't that make it the only Tank skill that still directly uses damage dealt? Storm's Path, Brutal Shell, Souleater, and Abyssal Drain all have their heal abstracted away from the damage the hit itself deals...
    (0)
    Last edited by Donjo; 07-20-2019 at 01:31 PM.

  7. #7
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by Seraph522 View Post
    And with The Blackest Night, you can basically get a free extra 25% of your hp back every 15s if you use it on cooldown, which you should. If you're spamming your AoE combo alongside Blood Weapon, Cut & Slash, and Delirium, you should have more than enough mp to use it whenever it's off cooldown. Throw another cooldown between each and you're good to go.
    In single target AD is a loss. Not even comparable to the other tanks. Spamming TBN will net you having a 500 potency punishment every single time it does not pop. And the 300 potency cure attached to SE is laughable considering what WAR's path is 250 cure potency and it has flash and equilibrium. TBN needs to be reduced in cost and AD needs to be reworked to be brought in line with other tanks for self sustain and also needs damage buffs. DRK is once again at the bottom in multiple catagories making it the least desired tank. Check out fflogs
    (0)

  8. #8
    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
    personally i think Abyssal drain should be 1000 pot heal on main target and 200 pot on the rest just so its closer to Clemency,Equilibrium and aurora
    (0)

  9. #9
    Player
    Maneesha's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    148
    Character
    Maneesha Rayne
    World
    Shiva
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Danelo View Post
    In single target AD is a loss. Not even comparable to the other tanks. Spamming TBN will net you having a 500 potency punishment every single time it does not pop. And the 300 potency cure attached to SE is laughable considering what WAR's path is 250 cure potency and it has flash and equilibrium. TBN needs to be reduced in cost and AD needs to be reworked to be brought in line with other tanks for self sustain and also needs damage buffs. DRK is once again at the bottom in multiple catagories making it the least desired tank. Check out fflogs
    Its free, how can it be a loss? What do you mean exactly? I agree that TBN feels like a punishment every time it doesn't pop or that you have to always "pray" it pops once you use the skill, this is stupid and no one should have those kinda feelings for using a skill. Reducing it cost doesn't change much how you'll feel for it not popping , you are still taping into your dps resource. Path's and Souleater's heal is really not important imo, no one relies on it in extreme/savage or any other party environment and where you might rely on it (solo content), most of it is faceroll and not important.It might be important for soloing 8man content, sure, but that is a different topic and has not much to do with balance :P

    While i am fine with TBN in it self(except when it does not pop....), the only way i would like it to be changed is to remove the dark arts aspect of the skill, remove the skill from mp resource and give it a 30sec cd. 30 sec for the reason of not touching its absorb power. For comparison, raw intuition is 20% with 5sec duration on a 25sec cd, TBN 25% with 7sec duration on a 30sec cd.

    Also guys don't forget that flash shares a cd with raw intuition, so you have to always choose which of those you want and that it requires a target to be applied, not saying its not a very powerful ability. I am curious if it will stay this way or if the devs might decide to touch it in an upcoming patch.

    Quote Originally Posted by Duskane View Post
    personally i think Abyssal drain should be 1000 pot heal on main target and 200 pot on the rest just so its closer to Clemency,Equilibrium and aurora
    200 might be a bit much, but something like 30-50 pot might be reasonable, since the scaling will be insane and only limited by the radius and how many enemies you can hit with it turning it(with your proposal) easily into 2k potencies and more. I would love it, but "balance" ..
    (0)
    Last edited by Maneesha; 07-20-2019 at 02:51 PM.

  10. #10
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by Maneesha View Post
    Its free, how can it be a loss? What do you mean exactly? ..
    It's a loss in self sustain compared to the other tank jobs. Every other tank has a 1200 potency heal, regardless of multi target or single target, albeit in different forms. So just speaking in terms of equilibrium, aurora, clemency and AD, not to mention the other healing options, DRK is at a disadvantage. The only circumstance DRK is not disadvantaged is on wall to wall dungeon pulls. Even then it breaks even with 6 enemies. But if dungeons were the mecha of this game not many would have had an issue with 4.x DRK bc it's AoE was awesome.

    The minimal damage associated with AD doesn't justify the low self sustain when talking about comparable tank CDs.
    (0)

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