


no, that's mean that pvp DRK despite being even more simple due pvp nature of the game will just have exclusive original skills, don't hold your breath thinking we are going to get DA or sole survivor back.

Only thing left to do is wait until the full patch notes, still, temper expectations. They're headed in the right direction and its enough that they are finally at least somewhat listening to complaints from DRKs after being ignored for so long.
Living Dead change might be good depending on how much health you actually get back, it would be absolutely lame if it was like 5% of your health per hit. Hopefully that's not what significant means to them lol. I'm still holding out hope that BW was one of the unlisted changes.



LD depends completely on the healing from the attacks. It would need to be at or exceed bloodwhetting healing potency to make difference. Plus it would not need to end Walking dead too early. It would have been better if they just removed the healing requirement.
I know the disclaimer was not all changes are listed so there is still hope for Blood weapon and sustain issues along with TBN but we wont know until the patch notes in 2.5 weeks



It would have to be way more potent than Bloodwhetting to work in any raid.LD depends completely on the healing from the attacks. It would need to be at or exceed bloodwhetting healing potency to make difference. Plus it would not need to end Walking dead too early. It would have been better if they just removed the healing requirement.
I know the disclaimer was not all changes are listed so there is still hope for Blood weapon and sustain issues along with TBN but we wont know until the patch notes in 2.5 weeks
Bloodwhetting right now is only great in big pulls of trash mobs, its not all that great in actual raid content


Interesting to hear Walking Dead will get the oft-suggested healing effect. The potential of a Holmgang with lifesteal directly built-in would justify its CD.
(Even so, this does sound like the kind of bandaid fix to last the expansion that they'd streamline in the next .0 patch. Like how they added charges to Accelerant partway through ShB before reworking it in EW, or the MNK revamp in ShB before reworking it in EW, or... you get the idea.)
I'm just hoping that's not the only adjustment to it, and merely a summary of the most notable elements of the change; they didn't list anything about removing the death penalty or separating it from the invuln effect. On existing LD, the healing boost would make it even shorter in effect all for the sake of downtuning its entirely removable penalty, which would be a complete oversight.
At that point I would think they were trying to make it as unreasonably overcomplicated and self-defeating as possible.
Them removing some actions from other jobs citing bloat actually has me a bit hopeful about DRK's double-weaving, but I will hold my enthusiasm. It wasn't a comprehensive summary, but that still doesn't mean I should get my hopes up too high for things they didn't say.
I also believe someone mentioned that one of the untranslated parts suggested they were reducing the level requirements of certain skills on some jobs? Hoping Stalwart Soul and TBN (and perhaps Dark Missionary, but that's a bit lower priority) are on that list.
Last edited by Archwizard; 04-02-2022 at 06:44 AM.

If the Living Dead changes effectively change the Ultimate into the old school FFXI Drk ability, Blood Weapon, but is significantly more powerful and also doesn’t kill us, I’ll be ok with that.
We’ll have to wait and see if Walking Dead is still a must be cleansed or die effect. Because losing Walking Dead upon it being cleansed still means the invuln still runs the risk of lasting far less than the full duration of the other Invulns.
Hello, I'm new to the forums, I have a few ideas for a lite drk rework, so that the job can regain it's identity. My idea for it is to become more of a drain tank and make it easier to do synced content pre TBN. Also some moves will be combined to decrease button bloat. I would greatly appreciate feedback.
1. Dark mind
Level 45
10% magic mitigation and 10% damage mitigation, so drk can keep a bit of it's flavor.
CD 60 Seconds
Duration 12 seconds
2. Abyssal Drain level 56
2 charges
30 second CD
250 potency
3. Stalwart Soul
Level 42
At level 72 it can gain MP through a trait
4. TBN Mastery Trait
At level 82, TBN upgrades to Oblation
10 % damage mitigation and a 25% HP shield.
Duration 10 seconds
2 Charges
25 Second CD
Costs 1000 mana
This grants Dark Arts which allows for a free usage of EOS, FOS, and unlocks the enhanced dark mind ability.
5. Dark Arts Mastery
Level 84
Allows DA to enhance Dark Mind and Abyssal Drain
6. Enhanced Dark Mind (Allows drk to become more of a drain tank)
Level 84
Ability CD 20 seconds
20% damage mitigation effect
Duration 10 seconds
Buffer effects
Restores 50% of the dmg Oblation took if it breaks, which would give you back 12.5% of your hp
150 potency shield over time, duration 4 seconds
Life steal effects
Duration 10 seconds
400 potency healing for single target attacks
600 potency healing for AOE attacks (not per target)
7. Enhanced Abyssal Drain
Level 84
Only usable while using enhanced dark mind
2 second window to use this ability while enhanced dark mind is active
Allows you to get some damage back by allowing you to use AD with increased damage
Heals for 800 potency, but consumes cancels the effects of enhanced dark mind
This can be used for an emergency heal or a damage spender on mobs in dungeons.
QOL changes
8. Blood weapon
60 second CD
5 stacks 20 sec duration?
Allows You to use Shadowbringer
Merges with delirium to reduce button bloat
9. Shadowbringer
Maybe this could do more damage depending on how low your mana is and/or depletes dark side timer?
GCD instead of oGCD to reduce button bloat
GCD becomes usable only when using blood weapon
2 stacks of this ability are given when BW is used
10. Bloodspiller
Has the animation for scourge instead?
11. Soul Eater
Uses the animation for power slash instead?
12. Quietus and Scourge
Reduce CD of BW by 1 second each time you use the abilities?

Things I still want to know:
1- Will the self-healing from WD be enough to top off the DRK? Cause otherwise you're still dependent on a healer to survive YOUR OWN SKILL, thus making it the worst invul in the entire game.
2- Will the invul effect of WD still disappear before the 10s mark if fully healed?
3- Will Unleash and Stalwart Soul be reclassified as weaponskills so they scale off your Skill Speed? AoE feels too slow.
4- Will Stalwart Soul become available at a lower level? Cause spamming Unleash until lv72 is annoying.
5- Will Blood Weapon have 5 stacks instead of a 10s duration? You still lose a BW proc if you can't double weave because of your ping.
I many have other issues, such as Abyssal Drain having low Cure potency and also sharing recast time with Carve and Spit, but the list above is my main concern.

The recent live letter excites me for the upcoming change to DRK. It is also in this excitement that I hope to see some common ground change that balance between our community comments and Devs idea behind DRK. As such, I would like to propose some QOA change to DRK in no particular order:
1) Please bring blood weapon to 5 stacks system like requiescat. It reduce burden on players with ping issue and allow 5 AOEs in dungeon. 5 AOEs blood weapon in dungeon will not imbalance this class in my humble opinion.
2) Bring back Abysmal drain independent ablility from Carve and spit. Potency can be adjust accordingly. This allows DRK players do not contemplate between more DPS or heals. Also it will help healing DRK further since it's currently the worse sustain tank in Dungeon.
3) Remove Salted Earth button and added the trait in abysmal drain. For enemies that abysmal hits, it will DOT them as well.
4) In level 86, allow two charge of Abysmal drain. Or allow us to combo abysmal drain, like salted earth, that explode and heal us again from the first enemy that the ability hits.
5) Make oblation an upgrade to TBN that allows two, or three stacks, of shield. Shield at the second stack, and third, can be less potency than the first one. So maybe 25->15->10. Maybe let it heal us at the expire time if not break.
6) Remove TBN cost and increase CD timer accordingly.
7) Make shadowbringer as an upgrade of flood of shadow and add the single target upgrade accordingly with potency adjust. Currently shadowbringer is just another button that does not feel substantial to press. It also make DRK feels bloat.
8) Bonus: make Dark mind a 15 percent mitigation.
If there's anything from recent live letter we can take out, is Devs listen to us and try their best to accommodate our needs. Please be respectful and continue to constructively criticize until we get the best version of your favorite class.
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