At least that damage is Magic I believe so you can throw a Dark Mind in there but boy I can see already I'm not getting past that boss in Savage in Week 1 OR 2.

At least that damage is Magic I believe so you can throw a Dark Mind in there but boy I can see already I'm not getting past that boss in Savage in Week 1 OR 2.




With the standardization of all tankbusters to either red arrow or red circle, I don't know why we haven't just moved to a format where timing your short recast correctly (HS/BW/TBN/HoC) on certain designated tankbuster moves just gives you a job appropriate counterattack proc for free. You're not obliged to use them on recast then, but on the designated tankbusters.
Damage type specific mitigation is beyond dumb and I don't know why it's still in the game. You're just giving PLD/WAR a cooldown advantage on certain fights for no good reason.
I like that tanks have some specificity to their defensive kits; I just think the balance is a little poor on them.
In theory, the idea is that Dark Mind, Camouflage, and Passage of Arms are all made to be the best tool for the job in specific situations and weak or useless outside of those situations, with Thrill of Battle existing as the jack-of-all-trades option that's always useful but never has the power of the other three in their respective elements. I like that idea a lot.
In practice, only Passage and Camouflage really live up to the ideal: Passage is hyper-specific to "threatening raidwide damage where the party can stack up behind you" and accordingly strong in that situation, but useless otherwise, while Camouflage is almost a second Rampart against incoming sustained physical damage (eg: a dungeon pull) but is unsuited to tankbusters because the parry is unreliable. But Thrill has too many advantages for being the 'universal' skill (it should either have its cooldown bumped up to 120s, or lose either the increased healing or the initial heal), and Dark Mind is undertuned for what it is (duration should be bumped to 15s or 20s, mitigation to 25% or 30%).
I'm sure there's a way for it all to work so you have the same level of specificity without damage-type specificity, but at that point you're going in a pretty wide circle just to end up roughly back where you started. And if the other alternative is to give universal applicability to every skill, then I definitely don't want to go down that road.


I wish we had Sole Survivor back, and an AoE variant.
Something like: 30% HP/MP on single target, and 5% per target on AoE maybe ? Still with the effect that, if the duration end you get a weaker heal, like half of normal after 15 or 20 seconds. That's all the sustain that DRK needs, and it's achieved in a way that is unique enough, also rewards your DPS party members for doing well during big mob pulls, since they'll help keeping you alive.

I don't see why people can't just look at the disgustingly low effort of "Reduce Living Shadow's potency for no reason except to give it back at level 88" and see that these idiots aren't actually trying to update DRK, they're too busy touching themselves thinking about how cool their new PLD and SMN are.



They reduced it because every physical class's potencies got reduced due to the normalization of Weapon Damage between physical & magic jobs. Go take a look at how Attonement got gutted down to 420 potency from 550 for an easy look.I don't see why people can't just look at the disgustingly low effort of "Reduce Living Shadow's potency for no reason except to give it back at level 88" and see that these idiots aren't actually trying to update DRK, they're too busy touching themselves thinking about how cool their new PLD and SMN are.
Due to the increased Weapon Damage, Living Shadow's 240 potency in EW is the rough equivalent of SHB LS's 300 potency. So no, they didn't 'reduce it just to give it back'. They reduced it so its potency would equalize out to what it would be before the WD equalization, then the 88 trait buffs it. LS at 88 is roughly 20% stronger than LS was in SHB, relatively. Please go read up on the countless articles and live letters where they explain the potency adjustments on top of the Weapon Damage normalization, then also go take a look at how every other tank had their potencies slapped by roughly 20% across the board due to the same change.
Getting offended at non-issues will do nothing to help DRK, when DRK has plenty of actually real issues to address.

Anyone know how to check the parse stats for each tank of FF logs? I wanna see for myself but have no idea how to use the site.
Just need some more hopium for a DRK rework....
Last edited by Sazuzaki; 12-24-2021 at 10:47 AM.



The thing that's glaring in every argument defending the state of DRK though is the ever present caveats. When you use all your cooldowns properly, when the DPS is decent, when the healer knows what they are doing, etc. All the other tanks are bringing a ton of adaptability not only to their own survival but the entire party. DRK being perfectly viable when things go right isn't as strong of an argument as you think, that's just less than the bare minimum for the role.

THIS A MILION TIMES !The thing that's glaring in every argument defending the state of DRK though is the ever present caveats. When you use all your cooldowns properly, when the DPS is decent, when the healer knows what they are doing, etc. All the other tanks are bringing a ton of adaptability not only to their own survival but the entire party. DRK being perfectly viable when things go right isn't as strong of an argument as you think, that's just less than the bare minimum for the role.
Limited and Exclusive content that gets removed from game is Wasted Content and Developer time in the long run.
Change my Mind. (You can't)



not even fact we can't do it because we definitely can
it just other 3 had way more of an upgrade to there defensive kit
DRK defensive kit hasn't had any major upgrades since Stormblood outside of TBN extra 10% it got in ShB
oblation is ok but its basically a gutted version PLD intervention so DRK can use it on themself
it's fine but it should have replaced Dark mind not be a lvl 82 skill
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