DA+Souleater is +140 potency for 1768 mp
Dark Passenger is 150 potency for 884 mp
So yes.
DA+Souleater is +140 potency for 1768 mp
Dark Passenger is 150 potency for 884 mp
So yes.
As long as you're hitting 2 or more mobs, DA+DP is more damage than using it on Souleater.
Thanks for the tips guys! I appreciate the help.
So I'm just starting on A1S this week (yeah I know I'm behind) and have been trying to do my homework since release but I was wondering if anyone had any tips on MTing Faust and the adds. Its hard to tell where we (or I since I feel like everything is on me as MT) were flopping but we did manage to kill him once with a few attempts down anywhere between 1 and 4%. I'm just basically looking for any tips on CD usage.
Currently I'm waiting to about 5 stacks and popping Dark dance. Then its a guessing game to see if I should pop Skin/Wall/Conva/Fore right at 6 and use LD as a last resort or pop LD first then blow everything after it wears off? I'm also using Grit full time since I don't feel comfortable stance dancing just yet but I'll take any advice on doing that as well.
If you're solo tanking Faust and the adds the whole time I would recommend trying the other tank voke Faust after a certain point and tank him while you hold onto the adds.
They can spend most of the fight just DPSing and when his stacks and the adds start to really pile up the other tank can take Faust and have all of their cooldowns ready for when he's hitting the hardest.
As for when to use LD, generally you want to pick a given time to use it so the healers know not to immediately cure bomb you, get the most out of the effect by staying at 1HP undead form for as long as possible.
I OT and pick up all the adds (rather, I let them come into melee range and Unleash because I'm not wasting time going over to them or using Unmend), I use no cooldowns until 4th add;
4: Foresight, Conval
5: Rampart, Sentinel
6: announce Living Dead
If you're talking everything I guess stagger or start popping earlier. If you kill earlier move up the order.
We did it! 4 digit club! Wish I could turn off Grit in A1 to see how high I could get there but oh well. Think I could squeeze out a liiittle more in A2 in a few places but I'm real happy I shit on my goal!
I MT pre-split without Grit, but after the split I keep Grit on full time, didn't actually watch my numbers tonight but I am around the 1k mark on split. After that I tank hard though, we still get 3 jumps so I dropped all the way down to 640 tonight by the end.
Raid mobs have never been capable of missing (the only exception being old Perfect Dodge, but that's gone now).
Dark Dance is the only ability on DRK that I actively avoid using Dark Arts on because the evasion aspect is just horrid. I hope and pray that SE doesn't take people using DRK so much in savage as a sign that the class is fine and pass it over for any rebalancing work.
OF are very down on DRK and think its incredibly broken. The suggested improvements on DRK are beyond ridiculous. The only two suggestions I saw on there that made sense and were reasonable were:
-Change DA+DD to +parry%
-Change Blood Price to some sort of TP regen when used while not in Grit
DA Dark Dance is ridiculously good in dungeons, you guys are drunk. Throwing it up alone is great mitigation, pair it with DA Dark Passenger on big pulls and it's honestly our strongest set of mitigation by far, like no contest. I'd love if it had more of a use in raid setting (even if it just buffed the parry rate a little on top of the evasion) but honestly it would have to be gigantic to make me ever want to burn MP on it over an extra Souleater, so it's hard to really care. Extra mitigation is nice, but you're never going to be relying on RNG parries to live through something, burning a huge chunk of MP on even 30% extra parry would be extremely questionable. There's maybe some argument to be made on being more likely to force a Reprisal proc for specific tank busters, but again it's throwing away a lot of MP on something you're never going to be relying on.
I agree that its great for mitigation in dungeons. The issue is that its counterproductive for MP regen via blood price. Perhaps blood price is the real issue and needs to return MP for evaded attacks as well.
For me, DRK doesn't so much need balance changes so much as "flow" changes. WAR and PLD all flow very comfortably and their abilities work in unison, especially WAR's. DRK as a whole feels like I'm playing beatmania half the time because I'm hitting 50 buttons to get all the oGCDs off and constantly hitting Dark Arts. Blood Weapon makes this even more cumbersome.
I'm still of the opinion that DRK would've been a lot better off with LNC crossclass instead of MRD. MRD effectively does nothing for DRK besides Foresight, while LNC would fix a large majority of DRK's downsides.