So we can benefit from Skill Speed more and something must be done to fix that fray summoning.
So we can benefit from Skill Speed more and something must be done to fix that fray summoning.
Last edited by cactuarzzzz; 08-19-2019 at 02:21 PM.
Fray is DESIGNED with the animation in mind. That's why it's 24 seconds and not 20. The first 4 seconds are the summoning animation, already taken into account. It's a 20 second dot with a fancy animation at the beginning.
There are several changes I'd like to see on DRK. These 2 are not on that list.
1) Dark Mind - 20% Magic Damage Reduction and 10% damage reduction from all other sources
2) TBN rework to remove the connection between TBN and damaging skills
3) Dark Missionary Change so its not just the exact same thing as Heart of Light. Feelsbadman. Maybe a 5% damage reduction (all types) that also gives a 9-12 second healing effect to the group. A minor group heal from a tank would be kind of cool. DRK is badly lacking in healing anyways.
I definitely agree with Dark Mind being in need of a change, but I have a hard time agreeing with a change to TBN. Disconnecting TBN from damaging skills would be removing the "risk" part of its risk vs reward theme. They would probably nerf it into the ground if it was made a freebie. Dark Missionary, meanwhile, was a missed opportunity. There are a lot of things they could've done with it that would've been thematically appropriate, strong enough to be welcome in the kit, and downright cool.There are several changes I'd like to see on DRK. These 2 are not on that list.
1) Dark Mind - 20% Magic Damage Reduction and 10% damage reduction from all other sources
2) TBN rework to remove the connection between TBN and damaging skills
3) Dark Missionary Change so its not just the exact same thing as Heart of Light. Feelsbadman. Maybe a 5% damage reduction (all types) that also gives a 9-12 second healing effect to the group. A minor group heal from a tank would be kind of cool. DRK is badly lacking in healing anyways.
But uh... Living Dead. Living Dead is the one button in our kit that absolutely, undeniably needs a rework.
Last edited by Absimiliard; 08-20-2019 at 04:12 AM.
haha ya you are right i forgot about LD for a moment there. LD is in desperate need of a rework!I definitely agree with Dark Mind being in need of a change, but I have a hard time agreeing with a change to TBN. Disconnecting TBN from damaging skills would be removing the "risk" part of its risk vs reward theme. They would probably nerf it into the ground if it was made a freebie. Dark Missionary, meanwhile, was a missed opportunity. There are a lot of things they could've done with it that would've been thematically appropriate, strong enough to be welcome in the kit, and downright cool.
But uh... Living Dead. Living Dead is the one button in our kit that absolutely, undeniably needs a rework.
As far as TBN, there are a million threads on this subject and this one doesn't need to turn into another. Let's just agree to disagree here![]()
I can agree to that. :P Besides, I would love to not have to burn MP on it.
Even with 2.3 GCD [2335 sks] We still get the same number of Blood Spillers and Quietuss.
Last edited by cactuarzzzz; 08-20-2019 at 04:26 PM.
All I want for DRK is for Bloodspiller and Quietus to become oGCD Weaponskills on 2 second recasts.There are several changes I'd like to see on DRK. These 2 are not on that list.
1) Dark Mind - 20% Magic Damage Reduction and 10% damage reduction from all other sources
2) TBN rework to remove the connection between TBN and damaging skills
3) Dark Missionary Change so its not just the exact same thing as Heart of Light. Feelsbadman. Maybe a 5% damage reduction (all types) that also gives a 9-12 second healing effect to the group. A minor group heal from a tank would be kind of cool. DRK is badly lacking in healing anyways.
Surprisingly, that one simple change would strongly differentiate the Delirium window from Warrior Inner Release phases. The animation speed on Edge is sufficient to allow double weaving during that window. It'd basically feel a bit like the old Blood Weapon speed, but on steroids.
It would also serve to differentiate how our Gauge spenders feel compared to Fell Cleave and Decimate in the usual rotation.
To start, I really like this idea! but it is important to think through what this change would mean from a DPS perspective.All I want for DRK is for Bloodspiller and Quietus to become oGCD Weaponskills on 2 second recasts.
Surprisingly, that one simple change would strongly differentiate the Delirium window from Warrior Inner Release phases. The animation speed on Edge is sufficient to allow double weaving during that window. It'd basically feel a bit like the old Blood Weapon speed, but on steroids.
It would also serve to differentiate how our Gauge spenders feel compared to Fell Cleave and Decimate in the usual rotation.
It is a very significant DPS increase, since you would still be able to spam your 1-2-3 combo while double weaving skills, effectively granting a LOT of extra potency (1-2-3 combo averages 300 potency per hit, and you would normally use at least 10 BS/Quietus in a 90 second window) and would result in a whopping 3000 additional potency every 90 seconds). I don't know the numbers off hand, but this would be a pretty significant DPS buff and is likely too strong. I do believe that DRK needs a minor increase to it's DPS (in the 1% to 2% range), but this feels heavy handed to me. I could be wrong of course, I don't know the math off-hand. To help balance this, Bloodspiller and Quietus would likely need to have their potencies nerfed by a little bit.
All that said, I do really like this idea, it would just require some potency tweaking to not be overpowered.
They can do what they like with numbers, I wasn't concerned about that. All I was interested in was how to make DRK feel fast and fluid while differentiating itself from its WAR brethren.To start, I really like this idea! but it is important to think through what this change would mean from a DPS perspective.
It is a very significant DPS increase, since you would still be able to spam your 1-2-3 combo while double weaving skills, effectively granting a LOT of extra potency (1-2-3 combo averages 300 potency per hit, and you would normally use at least 10 BS/Quietus in a 90 second window) and would result in a whopping 3000 additional potency every 90 seconds). I don't know the numbers off hand, but this would be a pretty significant DPS buff and is likely too strong. I do believe that DRK needs a minor increase to it's DPS (in the 1% to 2% range), but this feels heavy handed to me. I could be wrong of course, I don't know the math off-hand. To help balance this, Bloodspiller and Quietus would likely need to have their potencies nerfed by a little bit.
All that said, I do really like this idea, it would just require some potency tweaking to not be overpowered.
Potentially, they could also make Delirium grant charges with a longish duration so that the damage isn't packed into that 10 second window. Which would further differentiate it from WAR IR phases. Let the WARs be berserkers and DRKs can be more tactical about it.
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