Oblation would be cool if it provided a 400potency cure when activated and restored 1000mp when the buff falls off (not overriden).
Oblation would be cool if it provided a 400potency cure when activated and restored 1000mp when the buff falls off (not overriden).



400 potency cure on expiration sounds sweeter tbh.
Also no MP gains for using defensives unless we overhaul all tanks where using defensives directly leads to more dps (Vengeance/Damnation is a fringe case).



The MP spent on TBN is fully reimbursed upon breaking a shield, making the spending of MP not a damage loss. This makes MP primarily an offensive resource with TBN using MP as a temporary cost and neutral return.
Making defensive tools that generate offensive resources will lead to defensive tools being dumped for damage and rotation. HW Warrior getting wrath/abandon stacks from Vengeance and Stormblood Paladin trying to eat unnecessary damage with Sheltron to proc more shield swipes are both examples of this.
On the flipside, defensive effects that cost damage like Inner Beast being weaker than Fell Cleave and Dark Arts: Dark Mind have both been removed and baked elsewhere in the kit because of how little use they saw because of dps-favoured gameplay.
So Oblation granting MP on use will only lead to Oblation being used for damage, not for optimizing defense.



Honestly in raids and 8 man content DRK is fine. But dungeons in this expansion in particular the sustain or lack of it is apparent, especially if you have really bad dps. Then there is Dark Mind which in EX1 most busters are magical so that is great but when we look at dungeons and look into the future toward criterion dungeons DRK will be the only tank with a defensive that serves no purpose in difficult content.
Dark mind also becomes more apparently a problem in savage fights where all the tank busters are physical damage.


I feel like it's a simple fix to change Dark Mind to also mitigate physical damage, maybe a smaller amount like how Camouflage works due to the parry chance. So 10% as a failsafe.



That is what oblations role is. Yet another 10% phys mitigation is not what drk needs. Rather they attach dark minds effect to oblation to free up the hotbar for a new skill (offense or defense).


Yeah Oblation is a nothing skill that was added obviously because Dark Mind is so situational. Just roll them into each other.



...I can't believe I have to say this, genuinely cannot.
Oblation is a multi purpose low CD tool to flexibly add an additional layer of 10% mitigation, on either yourself or an ally, regardless of role and independent of TBN. Mind you in higher level content (Savage+) we even use Reprisal for buster mitigation, which is also 10% and it hella matters.
Dark Mind is a single purpose self mitigation tool with a critical flaw that comes to light when there is no source of magical damage outside of raidwide attacks. It is the "unique CD" of DRK and is the type equivalent to Bulwark, Thrill of Battle and Camouflage (unique cooldowns wiith niches).
Oblation's role is not solely making up for Dark Mind having this critical weakness vs all of these cooldowns. It should NOT be merged with or folded into Dark Mind; Dark Mind needs to be adjusted in solitude without touching what makes DRK's Oblation so flexible to hand out.
If you think Oblation is weak, be my guest and suggest buffs for it but I assure you every version of "just merge it with..." is objectively worse and reduces diversity.
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