Results 1 to 9 of 9
  1. #1
    Player
    FadingCosmos's Avatar
    Join Date
    Apr 2019
    Posts
    23
    Character
    Faine Chassebel
    World
    Famfrit
    Main Class
    Machinist Lv 90

    shower thought idea for DRK: Blackest Night Mastery

    lvl 88 or lvl 90 trait: Blackest Night Mastery

    trait affects: Increases the timer of The Blackest Night from 7s to 10s
    additional effect: reduces the cost of The Blackest Night from 3,000 MP down to 2,000 MP.


    personal thoughts: one of the main things TBN alone can benefit is increasing the timer on the shield as its the only tank defensive skill that uses a resource that also has the same cost for damage (Paladin requires cost from a resource to use a defensive cooldown, but none of them are tied to damage output). The lowered cost of TBN from 3K to 2K would lean into DRK benefiting from using their TBN correctly instead of being a damage netural on rescource costs.

    In my opinion; I see the dev team wants DRK to be a oGCD focused job, but the problem is the lack of oGCD to press outside of the raid damage burst windows. I think this would gives DRK a bit more oGCD to press outside of raid burst windows additionally, the longer timer would allow the shield to break when DRK's have Best in Slot gear for the raid, when their HP pools are much higher than the start which makes using TBN less and less likely to break.
    (1)

  2. #2
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Increased duration? Sure.

    Unambiguously DPS positive? No thanks.
    (8)

  3. #3
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,882
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Ambiguously DPS negative? No thanks as well.

    For starters, just remove both the MP cost and the Dark Arts proc from TBN push it back to 25 seconds, and give it the Arcane Crest treatment instead. If you want a DPS positive shield, it would work better with Oblation instead, since it's on a much longer cooldown and also has a longer duration. Set it as a 10% shield, and have it give Dark Arts if it breaks.
    (9)

  4. #4
    Player
    FadingCosmos's Avatar
    Join Date
    Apr 2019
    Posts
    23
    Character
    Faine Chassebel
    World
    Famfrit
    Main Class
    Machinist Lv 90
    Would removing damage ties in from TBN be a more acceptable path to bringing it on par with HoC, intervention/sheltron, and blood whetting upgrade for other tanks?

    I do have another idea for TBN, Where when TBN breaks instead of edge/flood proc for damage netural. It gives a regen'ing shield for 15s (how Haima from sage works) and whatever shields stacks (believe this is SE doing regen's for shields in the limits of the game engine) haven't broke just outright heals the DRK for the remaining shield stacks. Also increase TBN timer to 10s from 7s.

    Also flood/edge potencies would have to be increase due to no more dark arts procs.


    Or just keep it all the same, increase the timer from 7s to 10s and just a stacking shield (shield regen) if TBN breaks for 10s then those remaining unbroken shields heal the DRK when that timer ends.
    (0)

  5. #5
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Some players might lament the loss of Dark Arts since it can be leveraged for minor DPS gains.

    Removing the damage component would also mean removing the MP cost, which some players might not like.

    You could have TBN just grant Dark Arts when you cast it or when the effect expires (whether that's from the shield breaking or the duration ending). This retains the status quo, more or less, but would make using TBN far more user friendly.

    That said, I'm not personally opposed to removing Dark Arts from TBN and making it a 25 second cooldown with no additional costs like its counterparts. It would need some kind of buff though to make it competitive (you could retain its shorter cooldown, now that I think of it, though I don't know how much I like that).
    (0)

  6. #6
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Argyle_Darkheart View Post
    Some players might lament the loss of Dark Arts since it can be leveraged for minor DPS gains.

    Removing the damage component would also mean removing the MP cost, which some players might not like.

    You could have TBN just grant Dark Arts when you cast it or when the effect expires (whether that's from the shield breaking or the duration ending). This retains the status quo, more or less, but would make using TBN far more user friendly.

    That said, I'm not personally opposed to removing Dark Arts from TBN and making it a 25 second cooldown with no additional costs like its counterparts. It would need some kind of buff though to make it competitive (you could retain its shorter cooldown, now that I think of it, though I don't know how much I like that).
    Make it so your next flood/edge of shadow gives a portion of the damage back as hp. Nothing lost if the shield doesn't break but a nice bonus (and useful for tank busters) if it does break
    (2)

  7. #7
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Just remove the cost and push it to 25s cooldown. That way regardless it is a dps gain if done correctly.

    They can add healing to other abilites.
    (2)

  8. #8
    Player
    ArthurATDayne's Avatar
    Join Date
    Oct 2021
    Posts
    152
    Character
    Arthur-at Dayne
    World
    Excalibur
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by FadingCosmos View Post
    lvl 88 or lvl 90 trait: Blackest Night Mastery

    trait affects: Increases the timer of The Blackest Night from 7s to 10s
    additional effect: reduces the cost of The Blackest Night from 3,000 MP down to 2,000 MP.


    personal thoughts: one of the main things TBN alone can benefit is increasing the timer on the shield as its the only tank defensive skill that uses a resource that also has the same cost for damage (Paladin requires cost from a resource to use a defensive cooldown, but none of them are tied to damage output). The lowered cost of TBN from 3K to 2K would lean into DRK benefiting from using their TBN correctly instead of being a damage netural on rescource costs.

    In my opinion; I see the dev team wants DRK to be a oGCD focused job, but the problem is the lack of oGCD to press outside of the raid damage burst windows. I think this would gives DRK a bit more oGCD to press outside of raid burst windows additionally, the longer timer would allow the shield to break when DRK's have Best in Slot gear for the raid, when their HP pools are much higher than the start which makes using TBN less and less likely to break.
    It's a good thing you brought up TBN's current 7s Duration because it seems like the SquareEnix Devs forgot about DRK's TBN when they were updating PLD/WAR/GNB Personal Mitigations to 8s Duration.

    Dev 1: You get 8s, YOU get 8s, Every Tank gets 8s! -PLD/WAR/GNB Personal Short CD Mitigations get updated to 8s Duration-

    Dev 2: That's ALL the Tanks, GJ Team.

    Why wasn't TBN's current 7s Duration updated to 8s at the least? Not unreasonable because it's in line with ALL other Tank Personal Mitigation Updates & Improvements.

    I'm in agreement that bumping the 7s Duration to 10s isn't too much to ask, the 25% Max HP shield is still the same 25% Max HP shield but now it gets 10s to Break so it'll be easier to get Full Utility out of it.

    If it doesn't break, well, at least it was up 3 more seconds for you to enjoy, hardly game breaking for a class whose only On Demand Heal is a crappy 60s CD Abyssal Drain that requires 6 Mobs @200 Potency per Target to get 1200 Potency Heal and useless on 1 Target. It's still the same going into Endwalker, useless on 1 Target, needs 6 Mobs to get the similar On Demand Potency Heal as PLD/WAR/GNB versions.

    2000 Mana Cost would be a decent Quality of Life improvement, it's not like DRK can spam it any more than 4 times per minute due to the 15s CD anyway and when mistakes occasionally happen that puts you below 3000 Mana and you need TBN, the 2000 Mana cost is easier to work with.
    (6)
    Last edited by ArthurATDayne; 11-02-2021 at 05:25 AM.

  9. #9
    Player
    Tex_Mex's Avatar
    Join Date
    Aug 2013
    Posts
    412
    Character
    Tex Mex
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    I believe it is really dumb that TBN is tied to your damage. I like the idea that TBN should have a reward for proper use, but that reward should not be offensive in nature. I would make TBN have 0 mana cost, a 25 second CD, and last 8 seconds. If it is absorbed completely, it should grant a 250 potency HoT for 12 seconds. this will bring it in line with other similar tank cooldowns (Holy Shelltron, etc.)
    (1)