Pretty much, yeah. Although those 2 basic skills I named can be so strong together that I sometimes don't need to use Asylum or Temperance for some wall to wall pulls. Although I am using Holy stun spam at the same time with some of the enemies starting to croak when they are becoming immune to the stuns. So it is leading me to believe that some of these basic spells are not being used if a few other healers are having troubles keeping up a Savage Raiding tank.
I only use Temperance as a last resort, I will spend my entire bar first, it's just not needed in 90% of cases. I tend to be more willing to spend an asylum, more often that not though I use it for bleed or other light healing in bosses rather than for pulls.
DRK is my main tank since it release and the vast majority of healer can deal with living dead. I don't think Ive ever seen a single person intentionally grief my living dead ever. Like if anything the healer don't know how to deal with it or didn't even notice you pop it.
Congrats on having a significantly better experience. As often as I see it happen to myself and other dark knights, that makes you part of the lucky few.DRK is my main tank since it release and the vast majority of healer can deal with living dead. I don't think Ive ever seen a single person intentionally grief my living dead ever. Like if anything the healer don't know how to deal with it or didn't even notice you pop it.
Anjou seems like a person who really wants to play GNB but prefers the look of DRK with some of these takes.
I look at it this way, many healers don't play drk. Not that they don't play tanks, just not drk specificly. For a long time Living Dead required the healer to heal bomb you to full or you would die, so it scared a lot of them into making sure the drk didn't go into use it. Now if the healer is doing bare min, I don't know what to tell you. I've seen that on any tank, but only a handful of times, where a healer either just isn't really doing much or they zoned out forgetting that lower level tanks don't have some of the self sustain (and that drk is about mitigation rather than self sustain). I mean I've been on a 50 war and had a whm say 'Why am I having to heal the green tank? Use your kit' not realizing that at that level all war really has is one option to enhance healing spells cast and temp boost hp for a short time along with end rotation. You will always run into someone that just isn't really in it, and yes it does suck, but it is also very rare over all.
With that all said and done however, I do agree Drk does need more adjustments. Not just to what self sustain options they have, but some minor additions such as:
Dark Mind - enhancement passive that either adds a temp regen 250-300 potency effect or Heal potency % buff.
TBN - Adjust to have a 90+ (TBN Mastery) passive that means even if it wears off without breaking it still gives a Dark Arts proc. (Especially since they decided to combine Blood Weapon/Delirium with only 3 stack cap resulting in an MP generation nerf over all)
Vigilante - Change the 1200 potency to 30-40% HP return as the 1200 potency will become weaker as HP increases.
Abyssal Drain - Separate it from Carve and Split, and increase Potency or add temp a regen 250-300 potency effect.
To anyone saying this makes Drk too strong, please consider that War, pld, and Gnb all have not just self sustain options on a very minor cool down timer (25-60 second cool downs), but can also cure other players in the group. Drk can only Shield or Mit other players, and barely has any self sustain between Soul Eater, Abyssal Drain, and Shadow Vigil or their Living Dead which can be negated entirely. Drk is pretty much back to a point just before Shadowbringers as far as over all kit build is considered. Parts of it work well, parts are outdated, and other parts are entirely too weak.
Hmmmm......
This is honestly me as a healer. I don't really get to heal Dark Knights and I get easily confused because its such a strange skill. I'm fine letting HP drop down but when I see it drop down that much I panic heal. I don't play DK myself but it's honestly super hard for me to deal with it at times. It might make me a bad healer because of it, but I honestly just dislike how that skill works in general and with how many buffs are on person, its hard to keep track of what is what.You're almost definitely not getting griefed. The healer is just paying more attention to your rapidly dwindling HP than your list of buffs, and is burning all of their resources under the assumption that they're preventing a wipe instead of causing one. They might not even know what Living Dead is.
Is this situation your fault? No. You're (presumably) using your job's kit correctly, and other players' misunderstandings are causing problems. But telling the healer what you intend to do before you pull, or civilly explaining Living Dead to them after a wipe like this, will probably get you better results than going to the forums and posting about how Square Enix needs to "step in" and "tell healers enough is enough" because...healers are making mistakes in dungeons?
Dark Mind - Wouldn't mind some healing added to it, but would rather see it get the Addle/Feint treatment so that it's at least useful on physical damage instead of being magic only.
With that all said and done however, I do agree Drk does need more adjustments. Not just to what self sustain options they have, but some minor additions such as:
Dark Mind - enhancement passive that either adds a temp regen 250-300 potency effect or Heal potency % buff.
TBN - Adjust to have a 90+ (TBN Mastery) passive that means even if it wears off without breaking it still gives a Dark Arts proc. (Especially since they decided to combine Blood Weapon/Delirium with only 3 stack cap resulting in an MP generation nerf over all)
Vigilante - Change the 1200 potency to 30-40% HP return as the 1200 potency will become weaker as HP increases.
Abyssal Drain - Separate it from Carve and Split, and increase Potency or add temp a regen 250-300 potency effect.
TBN- Just completely rework it at this point. It's now not even arguable. IT IS the worst short tank cooldown in the game. The loss of 2400 MP regen per minute combined with Shadowed Vigil just ensured that TBN is no longer useful outside of raids. I literally get no defensive value out of it in dungeons. It's useless on the dungeon bosses and mobs hit so much harder in DT dungeons that 25% HP is like 2 mob autos despite mitigation.
Shadowed Vigil - No, we do not want another %HP based ability. This would make it lose the ability to crit heal, and when this crit heals it's around 45% of our max HP. It's literally fine as is.
Abyssal Drain - Just return it to the Heavensward version of this ability, where it's literally a better version of Raw Intuition. For those who aren't able to remember, it used to be a buff that could be toggled on/off just like tank stance, with literally no cooldown for the toggle, making it essentially an indefinite Raw Intuition where you just turned it on at the start of the dungeon and completely forgot it exists. Yes, Dark Knight used to be the superior self sustain tank. It should be returned to it's spot as the superior self-sustain tank.
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