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Final Fantasy XIV: DRK Used To Be Fairly Fun
Topic Started: Apr 18 2018, 03:18 AM (14 Views)
finalfantasy14


What DRK changes do you expect to see? What do you wish to see? Like pretty much every other DRK in the universe. Halve/remove MP cost of Dark Passenger, either don't touch the potency if MP cost is halved, or make it slightly weaker if not buffed with DA. Whenever you need gil, at FFXIV4Gil, we considered about gamers' more needs, here are the cheapest Final Fantasy XIV Gil for sale.

And these are some of my own wants.
-Return more HP/MP from Sole Survivor. Pipe dream, make it apply some sort of debuff to the enemy like having them take very slightly increased damage or very slightly lower the damage they deal. Or have the enemy explode for a tiny bit of damage in an aoe.

-Extend the duration of Shadow Wall, or shorten its cooldown. The duration and potency feels like it was balanced around Dark Dance and Reprisal still being in DRK's exclusive toolkit.

-Buff Unleash's potency up to at least 80. Yes, it's still outclassed by Abyssal Drain. It's just to make low level dungeons suck less. DRK used to be fairly fun no matter what dungeon you jumped into thanks to unleash, low blow, reprisal and scourge being rather strong early on. It 100% blows to be synced under 56 now.

-Long shot, but bring back Scourge as a DOT combo ender akin to goring blade, off of siphon strike, that doesn't eat Dark Arts. Just gives some breathing room for some of the OGCD weaving since DRK needs to do so much double weaving right now.

Just leave The Blackest Night alone. It is truly class defining and I think the utility of an extremely powerful self-shield on a short cooldown is on par with party wide shields. Not every tanking tool needs to be equivalent. At 70, I think DRK is a very fun job to play with its deficiencies vastly overstated.
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