It's a good skill because it's not a braindead cooldown and you actually have to think about how and when to use it.
It's a good skill because it's not a braindead cooldown and you actually have to think about how and when to use it.
I like how it functions like an active block, making it feel like a defensive action like a dodge or parry instead of just another CD. The short timer allows you to react with it, and that's way more fun than just monitoring a laundry list of long CDs.
As for how good it is, it's obviously very strong in a lot of situations. It's kind of the crux of the Dark Knight class, though, so in situations where it's not strong DRK's have very little else to fall back on. In the levels before you have it the class is brutal.
I'd also assume that in savage/ultimate the damage output is high enough where TBN is almost guaranteed to get eaten on use.
Last edited by Goji1639; 06-04-2020 at 02:51 AM.





Not a frequent user of DRK but having leveled it up all the way and played it a little bit I think it's a pretty neat skill and I only wished it was easier to break when solo lol (not asking for a smaller shield just the threshold for the bonus perhaps being a % of the shield).
Perhaps they could add two tiers, one tier being the generic fairly long lasting shield we've already (with an easier to reach threshold for the free spell), and the other being a much shorter duration shield that gives you a bonus of some sort if you crack it (but you have to time it even better, or are being pummeled from all sides lol)- bonus may simply be igniting nearby enemies in dark flames for a second dealing extra potency or something. Which could be nice as it would be a competitive dps choice assuming you can time that thinner slice.
Though I don't main DRK, just sharing experience while leveling it up- basically done zero hard content with it and I imagine it's quite easy to crack as MT on any content that you're not massively over scaling.


TBN isn't combining dps and mitigation. If it breaks, you are dps neutral, so there's no incentive to actively use it.
There was an argument that it was a dps gain back in SB when it gave you blood gauge upon breaking, but I believe it was a gcd then so it was still neutral


How about doing your job? that incentive enough for ya?TBN isn't combining dps and mitigation. If it breaks, you are dps neutral, so there's no incentive to actively use it.
There was an argument that it was a dps gain back in SB when it gave you blood gauge upon breaking, but I believe it was a gcd then so it was still neutral



It's not a *personal* dps gain, but it is an overall dps gain as less damage that needs to be healed equals more healer GCD's spent not healing. If TBN let's your WHM get one extra Holy off on 6 targets that's 840 potency gained over what they would have had to do. Worst case scenario with an AST on single target you gain 250 potency. If you can save three healer GCD's per minute you're getting 750-900 potency more than you would every 60s. Over the course of a 10 minute fight you're looking at over 7k potency just in healer GCD's if you do it correctly. That's basically a free melee LB1.TBN isn't combining dps and mitigation. If it breaks, you are dps neutral, so there's no incentive to actively use it.
There was an argument that it was a dps gain back in SB when it gave you blood gauge upon breaking, but I believe it was a gcd then so it was still neutral

TBN makes long pulls a lot less scary, as long as you have the MP to keep it going. Love taking on heavy hitting moves and popping that right before it goes off.

I think its one of the best tank skills in game.
"Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last."
--an excerpt from a Night Lords Novel, "Void Stalkers" Chapter X: Revenge.
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