
If nothing else, the change to Quietus makes the job a lot less hectic at 80 during its burst window than it was in ShB.
Dark Knight single-handedly is just not worth noticing at this point. I think it's ubiquitous given we expected the outcome of this situation beforehand.
I played Reaper. Don't like it. Of course it's a cool job but it doesn't fix that itch for a greatsword. Reaper is essentially your abridged version of a DEX build in Dark Souls. It's fast, takes a bit of a brain to play, but doesn't sell me on replacing DRK.
Job is dead to me. Same with the excitement of all of these expansions. I think it was about time this game hit its legacy and reached its conclusion.
The only thing they can do to surprise us is screw over jobs in favour of adding new shiny stuff which will be replaced yet again. It's a mundane cycle and I can safely say what a ride it was. A semi-decent MMO, with some frustrations along the way. Overall, a good experience.

For what it's worth, I really liked your suggestion to put 400 heal potency on Bloodspiller/Quietus during Delirium stacks and wish that was at least implemented for On Demand HP Sustain.
It can be used for both Single Target & AOE during stack duration and still easily get the 400 x 3 = 1200 Potency HP Restore benefits. Would give more depth to Delirium besides "discounted Inner Release", hell for PLD Holy Spirit/Circle gets Heal Potency regardless of Requiescat stacks already. That would settle the HP Sustain issues, done deal.
I'm generally fine with how DRK plays, HP Sustain and to a lesser extent, MP Sustain, Blood Weapon and Living Dead are my main issues.
Last edited by ArthurATDayne; 12-09-2021 at 10:45 AM.

Agree with most of what I've seen here but 133 pages is a lot to sift through, so some of my personal ideas may wind up being similar to others.
1) Dark Arts needs to be used a bit different. Right now it's just an additional ogcd that's specifically given for smart use of TBN, but I think it should allow enhanced abilities like it used to (some have higher potencies, some have DOT, some have bonus healing, etc.). I also want there to be multiple stacks (3 would probably be best for comparison with other classes) so you don't need to waste your Dark Arts if you're using TBN and breaking it whenever possible.
2) Some moves need to consume Darkside time. Currently it's just a 10% damage buff that's on 24/7 because your entire kit revolves around ogcds that give more darkside time. Since the level 90 skill Shadowbringer already requires Darkside in order to be used, I suggest that instead of a cooldown it instead consumes 30 seconds of Darkside time. This adds an element of counterplay between adding and removing Darkside time. Use it too much and you may find yourself down 10% damage because you burned through your MP as well. It's not huge, but I think it would make the class a bit more interactive.
3) Delirium and Living Dead need some serious changes, though I admit I'm not 100% sure exactly what they need. Delirium is Dollar Store Inner Release, and Living Dead is frustrating because it practically requires a WHM to be used to its full effectiveness. I want Delirium to be that type of skill that shifts your entire focus during its window, so I considered having it max out your 3 Dark Arts stacks and provide 50 blood gauge rather than 3 free uses of Bloodspiller/Quietus. With the enhanced skills I suggested, you still get value out of it but it's a bit less braindead.
Those are the three main things I can accurately describe in words. I'd like for there to be more variety on what you do with MP (maybe a skill that consumes 3000 MP to lower your cooldowns by 15s or something) so the class actually feels different to play than just a warrior with some flashy ogcds. I enjoy the class as it is, but the class identity just isn't there anymore compared to the other tanks.

This is an idea I posted in another thread.
After using Oblation for a bit it felt quite nice to use mostly due to the animation but the effect really is hard to notice. So I want to make it on par with the other tanks without directly buffing in a sense.
- Oblation: Reduce damage taken by 10% for 10s. 60s recharge up to 2 charges.
Addition effect: Consumes TBN if it is active, granting the same effect as breaking it. When TBN is consumed, reduce damage taken by 20% instead for 10s and grants Dark Dance.
Dark Dance effect: Parry all incoming damage (including magic damage) for 6s.
- Changes to TBN and other mana spender have their mp cost reduced to 2000. Potency are adjusted accordingly.
TBN's shield is now 20% and last 8s. When the shield breaks or fades grants a heal over time.
With this change, Oblation can be just as strong as Holy Sheltron while lasting slightly longer and you get a choice on how to use it. Activate Oblation first than TBN for the shield and small mitigation. Activate TBN first than Oblation for a on demand dark arts and mitigation. Or even tank a hit with TBN before using Oblation for the most benefit of both ability. If TBN isn't gonna break than use Oblation to still get the dark arts proc and heal over time. And with Oblation's cd you still have to be mindful when you use TBN.
And now that we can be much more flexable with TBN and dark arts proc, maybe we can experiment more with our gameplay.
- Shadowbringers: No longer stacks up to 2 and on a 60s cd. Cost 3000 mp or dark arts.
Additional Effect: When used during Living shadow, allow for a second use while living shadow is active. (The ability's cd starts with the first use.)
- Living Shadow: Grants dark arts on use.
With this change using TBN at least once per minute will be a dps gain without the worry of TBN not popping as you should always have at least one charge of oblation thanks to its short recharge. This way our attack and defense are still intertwined without feeling like TBN is holding our dps hostage every time we use it.
Last edited by Jakulo; 12-09-2021 at 12:03 PM.
I don't see why everyone is overthinking Dark Knight Fixes its very simple.
1.) Remove the Mana Cost from TBN and make it take 20 seconds off each Dark Side for each use. This would make Dark Side actually a resource that you have to monitor/be aware of or you lose DPS/Shields and it doesnt directly interfere with your Offensive Resource
2.) Make Unleash Combo abilities actual Weapon Skills and not spells so they are affected by Skill Speed, as they are currently hard locked at 2.5 speed
3.)Make Blood Gauge Abilities Heal you on use via leech in similar fashion to Paladin Magic Combo.
4.) Make Blood Gauge Abilities reduce the cooldown of Shadowbringer so you can actually use 2 in the same burst window outside your initial opener.
5.) Make Oblation provide a lifesteal effect similar to bloodbath for the duration.
And just like that. Dark Knight is completely fixed
Last edited by UwuCat; 12-09-2021 at 04:57 PM.



Job just needs a real rework at this point

How's everyone opening with Dark Knight so far? Given that the Balance hasn't updated their DRK guide, I thought I'd share my opener
My opener so far is Pull + TBN + Blood Weapon > Hard Slash > Delirium + Edge of Shadow > Syphon Strike > Souleater + Salted Earth + Living Shadow > Hard Slash + Dark Arts EoS > Bloodspiller + Carve and Spit + Shadowbringer > Bloodspiller + Salt and Darkness + EoS > Bloodspiller + Shadowbringer + EoS > Syphon Strike (+EoS, or save remaining MP for later like a tankbuster, you got around 3k MP at this point) > Souleater
I've got about 7.6k/8k on the opener so far as my highest at ilevel 560. Don't have the Trial extreme weapon yet, but I feel like I could push that to 8.4k soon.
Last edited by Isutowaru; 12-09-2021 at 11:05 PM. Reason: Turned a > into a + to represent weaving



I cant comment for dps isutowaru, but i seen two drk's going into the first dungeon and getting utterly demolished. The other tanks could still wall to wall pull as well as they could considering it has far too many gates. But my brother couldn't W2W as a drk very much and he's no slouch and neither is his gf healer.
Its them autos man, the hypertuned mobs drop almost 4-5k autos, the jelly things 3.5k and the others 2k with occasional double autos on the soldiers.
Drk's lack of reliable sustain is a huge weakness in that dungeon. Nevermind that living dead is unusable when your healer is a sch and the AF is all gone
The other tanks I seen in it, including my own experience can still do W2W providing they don't have a whm who can burn out of mp since they crippled it again
Weirdly it also feels brutal shell is a bit stronger. Maybe its the lower hp bar.
Last edited by Recon1o6; 12-09-2021 at 10:37 PM.
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