Some welcome parity sure but the scuffed MP economy still persists.
Some welcome parity sure but the scuffed MP economy still persists.
Are the changing realy that good?
Its nice that some numbers are changing. But the 5% physical defense for the skills, who are supposed to be anti magic skill, feels to low.
I like the DRK offensive. But it was the tank class, where i had the biggest trouble to stay alive, because he has the weakest defense of all tanks (Paladin has the most defense skills and warrior is healing himself).
The increase of defense for the DRK looks a bit low for me.
Considering that addle, a skill that has an identical effect to the new Dark Missionary/HoL (10% mag / 5% phys) sees plenty of use on physical raidwides/mechanics this tier simply because that 5% can make or break someone dying at lower gear levels, 5% is plenty. It gives those skills an actual use if the fight is physical stacked heavy, like M1/M3s. Instead of the current thing you do which is...just not hit the button at all. Getting to push more buttons in a fight is always good design.
If anything, it gives it even more interesting dynamics in mitigation plans. You'd still want to prioritize it for magic based mechanics, but now if there's a particularly threatening physical mechanic, it can now be an actual option to consider instead of just being a nothing burger.
It means when there are mechanics that are only physical, like Harrowing Hell on P10S or a lot of M1S and M3S, we can actually do something to help the party without standing around with our thumbs up our behinds.Are the changing realy that good?
Its nice that some numbers are changing. But the 5% physical defense for the skills, who are supposed to be anti magic skill, feels to low.
I like the DRK offensive. But it was the tank class, where i had the biggest trouble to stay alive, because he has the weakest defense of all tanks (Paladin has the most defense skills and warrior is healing himself).
The increase of defense for the DRK looks a bit low for me.
Now if they could fix that awful running animation too...
Fixes to Dark Knight's issues are nice and all, even if they're band-aid fixes.
But I don't know if these changes are praiseworthy considering it took over two years of complaining about Dark Knight to get the bare minimum of changes to their self-sustain and defensives.
Sustain changes were bad, 500 Potency to a attacking OGCD isn't where I'd "allocate" sustain... Oblation could have used with a small amount of life steal like 200 Potency on top of the generic 10% mit, Also Abyssal Drain while increasing its potency is cool and all doesn't really matter when your pulling big, 10 mobs would have already healed you for 2000 Potency... it's more useful for a small amount of mobs, even then having more uptime with a weaker potency heal would have been better. I honestly think gunbreaker got the better deal here with sustain buffs and it didn't even need it.Fixes to Dark Knight's issues are nice and all, even if they're band-aid fixes.
But I don't know if these changes are praiseworthy considering it took over two years of complaining about Dark Knight to get the bare minimum of changes to their self-sustain and defensives.
Mitigation changes were solid at the very least
These changes are amazing. I see many people saying that they arent that great. This is a great change considering that most of us didnt expect to see any changes.
The Dark missionary changes are great. Even though 5% is actually like 2% when you consider that mits are not additive when you account for other people applying mits as well.
Dark mind changes are good because now you have a mit that works in M1 and M3 that is on a 1 min cooldown. Dungeons mostly criterion we will still be the worse tank because TBN doesnt really get the maximum value until the X.4 patch.
Overall its a great win today for DRK and if anything it can hold us over until 8.0
It's a good start.... Still need uncoupled Carve and Abyssal because there's still no valid reason whatsoever that they should be tethered. Not to mention we're still in the limbo of what are we anymore, even? DRK has gotten things stripped so consistently that now we're to the point that being on the same level of ability EVEN JUST BARELY with the other tanks is a victory. My goodness. A good patch for us to be sure, but let's not forget how much more work there is to be done.
While I think that the buffs that DRK got are a move in generally the right direction, I personally would have preferred to get some of the stuff it provided in a different way but that is more of "game-play" types of complaints that I will go into in a moment.
As for general balance aspects of the buffs that I feel were missed or didn't quite hit the mark ...
- The cure potency on Carve and Spit should be higher and really closer to around 1000 to 1200 potency. That makes it closer to other tanks 60s or so heals in potency and then makes Carve and Spit an overall advantage to use in terms of damage and healing when dealing with 1 to 2 enemies and Abyssal Drain advantageous when dealing with 3 or more targets.
- I still feel that Oblation needs to be buffed to make it more equitable to the additional parts that the other tanks get with the enhanced versions of their short recast defensives. Oblation should have a much shorter recast, I would suggest 30s, to make it closer to the frequency in which the other tanks can use their short recast defensives and get the benefit of the additional effects provided by the enhanced versions. Additionally, some additional aspect should be added to Oblation like a small heal or regen to, again, make it match more closely with the enhanced versions of the short recast defensives the other tanks get. Basically the combination of TBN and Oblation should be relatively equitable to the enhanced versions of the other tanks' short recast defensives.
In terms of game-play, I still think DRK needs more to do around the 30s intervals. Currently, with the simplicity of DRK's base GCD rotation, not much occurs to deviate from cycling that GCD rotation until you hit Delirium every 60s. That leaves long consistent periods of almost the whole minute every minute where not much is going on within their rotation. Personally, I want to see the rate at which Blood is gained increased so that how often you are using Blood Spiller is increased noticeably. Maybe changing Blood Weapon to a 30s recast would help with that and improve the lower rate of MP gain that probably needs to get fixed?
So my overall feelings on the changes/buffs are that they are good but not really enough in the right places.
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