Finished all 5 role quests.
Healer=Ranged DPS > Magic DPS > Physical DPS > Tank
Ranged DPS Spoilers:
Spoiler: show
Finished all 5 role quests.
Healer=Ranged DPS > Magic DPS > Physical DPS > Tank
Ranged DPS Spoilers:
Spoiler: show
Got DNC to 90 tonight and did every role quest but healer. So far my ranking from best to worst:
Melee > Ranged > Magic > Praetorium back in the v2.0 days >>>>>>>>>>>> Tank
Do the DoH/DoL role quests give scripts if you're at 90?
White scrips yea.
For people more in depth with tanks than I am what did they do to "ruin" DRK? I know their OCD attacks share the same cooldown now but other than that I haven't had much of a problem but I got out of a PT earlier with a guy playing DRK losing his shit saying it feels unplayable now.
I think its that they made the other tanks feel so much better to play, that DRK feels bad by comparison.
Also, I've done all the role quests now, Healer was by far the best, just because it made me tear up.
everyone has something better than TBN now, and none of them share a resource with damage
and living dead is garbage
Ah fair enough. Guess I never noticed much since I always rotated CDs/Blackest Night as DRK so never really noticed.
Though yeah Living Dead needs a rework. I would rather have it freeze your HP so you can't be damaged/cured and MP gradually depletes like how undead in FFXI don't have mana.
as per usual though DRK is still just fine for everything. It's even top damage tank still afaik, and has some of the craziest opening burst of any class. Living dead is the only drawback of consequence. Really sucks to have the only invuln that actually taxes the healers unless you have a WHM
That and you pretty much need a macro telling the healer to let you die. Nothing sucks more than popping that, having a healing spam heals on you, have the CD end and RIPperoni.
But yeah DRK is my 2nd favorite tank. Love eating a tankbuster with Darkest Knight and getting a free OCD attack out of it.
As a DRK main who has leveled and played all 4 tanks now...
-The obvious: Living Dead was the worst "invuln", and they spit on it even further in Endwalker by motherfucking BUFFING Holmgang and Superbolide. The fuck.
-Dark Mind is not much better. Basically a useless button 95% of the time.
-Blood Weapon is still one of the dumbest abilities in the entire game. The way it works means hitting all the requisite GCDs within its window was and still is a pain in the fucking dick. Why they didn't change this (and MCN heat charges while we're at it) to a 3 or 5 stack is beyond my comprehension.
-TBN is fine, but compared to Bloodwhetting, Heart of Corundum, and Holy Sheltron it is lackluster at best.
-Oblation isn't as bad as people say, but it is not the most amazing thing to receive at such a high level, either.
-Shadowbringer is just another OGCD nuke that partially just compensates for trimmed potency off of other OGCDs. Ultimately still a fine ability, but it really isn't as cool of a capstone as Double Down, Blades of Justice, or Primal Rend...
-Salt and Darkness is a travesty that never should have left the cutting room floor.
-Linking the cooldown of Abyssal Drain and Carve and Spit is one of the most mind bending things I've seen, maybe even ever. Like, Abyssal Drain was already a dogshit trash heap ability. At best it acted as an emergency bootleg benediction for a bad dungeon pull. Just get it off my hotbar at this point, the fuck.
-Dark Missionary is too high of a level. Was really hoping they'd cut it down to lv 70 or below.
-Power Slash was the superior combo finisher. Fight me.
Some of my ideas that will never happen but would be pretty neat:
-Bake the old Convalescence and Awareness effects into Dark Mind. This would ease the burden of Living Dead and provide a mostly nice to have cooldown for general use and passive mitigation.
-Convert Blood Weapon into a 5 stack ability similar to Delirium, or 3 stacks with a higher MP recovery potency to make up for the loss of GCDs. Also, make the GCDs affected by Blood Weapon heal for 400 cure potency.
-Add a 400 cure potency heal to Blood Spiller, and a 400 Potency heal per target hit to Quietus.
-Buff the heal on Abyssal Drain to 400 potency and unlink it from Carve and Spit seriously wtf?
-Add a 600 potency heal to TBN when the shield expires or breaks. Remove the MP cost and set it to a 25 second recast. Keep the Dark Arts thing, but make it kick in even if the shield isn't broken. This would make TBN more on par with other tank toys and make it more user friendly for the smoothbrains.
-Living Dead is a lost cause, honestly idk how to even fix it. Having a healing potency buff and some self heals will help already. Maybe add more life leech or healing potency received to it for the duration of Walking Dead, or some kind of damage mitigation. I have no hope that this ability will ever be changed.
These are all bandaids. Ultimately I think DRK just needs a complete rework to bring it back closer to the original job identity that it had, but that will never happen, so I'll take what I can get.
I would never play a DRK in dungeons, but doing the EX trials DRK is still good. The opener is really busy so I'd like to not have to pull at the beginning but that's really just it.
And if I were to ask I'd also want them to merge a few buttons. Dark Mind I'd like to to be upgraded to Oblation but make it 20% magic + 10% everything else with 2 charges. Carve and Spit and Abyssal Drain just merge them and make it a stronger aoe + health drain.
I also feel like not baking oblation into TBN was a lost opportunity
Living dead can be fixed by having the DK heal instead of taking damage during the duration, just like the Borrowed Time ability from Abbadon in Dota 2. For 10 seconds (on a long cooldown), any damage taken is instead healed. The same moves that blow through Invincible and Holmgang blow through this as well.
Now drk has a decent panic button like the other tanks, without stepping on their toes. Give it the same duration and cooldown as hallowed. Done.
Actually, keeping Oblation and TBN separate was not a bad decision. TBN can be hard enough to break as it is, forcing mitigation on top of it wouldn't help with that (a good DRK knows parts of the fight where a naked TBN can mitigate auto attacks/raidwides while also breaking properly). Giving the option to add mitigation on top of TBN is a strength, and is why I hope that if they change TBN they do it similar to ways that I have on my wish list.
In terms of raw mitigation DRK is still fine. We just have almost 0 self sustain, that's what needs to be fixed.
sorry I guess if they added oblation into TBN I assume they'd have the wherewithal to remove the MP cost so breaking it wasn't mandatory
Spoiler: show
So thinking about ideas for the All Role Quests, Quest and I think it likely may be:
Spoiler: show
I think Garlemald is gonna be the reconstruction zone for this expansion like the Doman Enclave and Ishgardian Firmament were before it.