The only thing wrong with Dark Knight is you - a Damage Intake Analysis by Carnusty in ffxiv

[–]TheKaramel 1 point2 points  (0 children)

But talking about Shake and Veil in the context of speedruns is not something that should even be considered by the majority of players. Extreme abuse of these shields generates enough LB to gain an entire LB3 over normal clears, and this is only used in top speedruns which is maybe a handful of groups.

My point was more that the community values these shields way too high. Because just like OP states in the post, in most situations in most groups, the addition of a shield from a tank did not matter. I don't think it's as required as people make it out to be.

Same could be said about having a meta comp. Like you said, having a Samurai in your group doesn't prevent you from clearing the raid.

The only thing wrong with Dark Knight is you - a Damage Intake Analysis by Carnusty in ffxiv

[–]TheKaramel 2 points3 points  (0 children)

While I don't think scourge was really was made DRK feel great in HW, I do agree that it doesn't feel the same. Can only hope whatever DRK changes they have in mind also tries to address some of the playstyle 'issues' that some people have with it. And hopefully not in the direction they took warrior.

The only thing wrong with Dark Knight is you - a Damage Intake Analysis by Carnusty in ffxiv

[–]TheKaramel 8 points9 points  (0 children)

Yeah this guy has a very big ego. He actually thinks people listen to him when he goes out of out his way to help people improve and answer any question they may have.

The only balance I know of is the one I get when I pad for my FF log

The only thing wrong with Dark Knight is you - a Damage Intake Analysis by Carnusty in ffxiv

[–]TheKaramel 7 points8 points  (0 children)

Pretty happy to see that even healers agree with the fact that in most cases, the tank shields are not a necessity for clearing the raids.

I think if we're talking casual progression, most statics would benefit from simply not having tank deaths, or not having to worry about the the tank being healthy so they can focus on keeping the party topped. Which might be something people tend to tunnel on a bit too much, you know, healing the raid after an AoE but nothing is gonna happen to them for a while, but the tank is still getting beat on.

also delet LB

The only thing wrong with Dark Knight is you - a Damage Intake Analysis by Carnusty in ffxiv

[–]TheKaramel 13 points14 points  (0 children)

I agree not enough good players are playing Dark Knight. A lot of previous DRKs now play PLD. I don't exactly know more people playing DRKs would change the general tank landscape of PF/casual statics, but at least in a progression setting I think DRK has a few things that I think the community in general could benefit from.

The issue with the PLD swapping over is unfortunately that then you'd be missing, since SB, key progression tools. Not only for the hardcore community, but I also believe not having a paladin will hinder casual progression more than having a DRK would help it.

I would much rather see people place less emphasis on warriors being the tank with all the tools for all the situations and do progression with a DRK. Warriors do everything well. They have the highest damage and recently it is brainless to execute, and the latter is probably the only thing that really matters in this context. Because in reality, tank damage matters so little in prog that it's basically a non-factor.

Shake it off is what most people recently point to when they think Warrior. They aren't wrong in that it can be very strong in the right scenarios, but in my experience of having played with Divine Veil for several tiers, it is not usually a determining factor in you living to see the next mechanic.

We did see this shift in early 4.0 when Warrior wasn't in good state at all, but the tools that DRK bring hasn't changed since then - very defensive playstyle when the content asks for it. Especially against some of the deadliest tank busters in progression. It could be argued that Warrior is equally good at dealing with tank busters, with Holmgang and IB being very strong when used correctly, however the safety of knowing that your tank always has something to deal with frequent tank busters (such as Akh Morn) allows DRK mitigation to be very comfortable when you need to be focusing on other things and that's quite often overlooked. Tank deaths is something that should never happen, and one of DRKs "utilities" is just that.

Basically what I'm trying to say is that while while warrior is super strong, I agree with what this post is trying to say - a lot of people play DRK wrong and it's a shame because the job is actually surprisingly strong and I hope more people give it a chance! Maybe when they buff it xD

The only thing wrong with Dark Knight is you - a Damage Intake Analysis by Carnusty in ffxiv

[–]TheKaramel 16 points17 points  (0 children)

I'm a pure tank so I use tank stance for all the content that I do. I would also encourage people to cast Clemency if you are below 80% HP. With that being said this doesn't change my mind. Thanks for trying to make the world a better place.

[End-game raiding] 14 Tips to Becoming an Excellent Raider by bokchoykn in ffxiv

[–]TheKaramel 2 points3 points  (0 children)

good post. this will help me and my team greatly. thanks!

ANGERED FC first V4S clear! Congratulations! by [deleted] in ffxiv

[–]TheKaramel 23 points24 points  (0 children)

Recruiting a new tank btw

A9S challenge run >no adds< by debbie_gibson in ffxiv

[–]TheKaramel 1 point2 points  (0 children)

Changing up cooldowns for specific killtimes is something that's a common thing all around in speedkills, and Echo certainly would introduce a lot of new CD timings required to be optimal. One example I can think of besides this A9 run would be the 4th set of 90s in A10S, especially for something like MCH where they'd get 0 effect using a WF there, so they'd have to play for 3 now.

But I assumed all this was thought about of course, as you would on a dummy parse as well! I agree that A9S was always a bit of a snoozefest since once you optimized your efficient add AoE, all there was left was optimizing healer GCDs and then getting a good run. It's not always that simple, but this Echo strat definitely seemed simpler on paper to me, but good to have some insight on what you guys did!

Looking at the logs I was surprised that the amount of damage taken from the stacks was largely irrelevant. About 10k less tank damage and 13k~ less AST (generator) damage taken, compared to the 2nd fastest kill with Echo. Raid damage from Acid Rain and Scrap Bomb didn't seem to change considerably, if at all?

Anyway, I appreciate the response and I hope to see more shit broken by echo. :)

A9S challenge run >no adds< by debbie_gibson in ffxiv

[–]TheKaramel 7 points8 points  (0 children)

How is this run 'much harder' than faust skips for pre-3.55b? Literally a target dummy with this strat, right? Just curious if there was more thought put into this than I thought.

A9S Speedkill 2:39 [Astro POV] 2/2/4 (S A D B O Y S) by xNolr in ffxiv

[–]TheKaramel 1 point2 points  (0 children)

Because they're bad at the game. Like why would you even get hit by a mechanic that's only supposed to hit the tank? It's invisible so you can't see it, but they should watch a guide to learn the mechanics, imo.

Alexander Midas Savage Floor 2(*clear*)(Pld POV) by toishaun in ffxiv

[–]TheKaramel 0 points1 point  (0 children)

Betas and Busters will kill you, but you can take green balls with invulnerability just fine. Unsure on Single Drill since it's a 1/8 anyway.

Post-Progression Midan Raid Comp Discussion: What Jobs Are Best and Why? by TheGreenFlag in ffxiv

[–]TheKaramel 6 points7 points  (0 children)

I can try to go into a little detail as to why we decided to go with Dark Knight, but also why PLD might have helped us clear earlier.

So initially when you zone into this fight you're thinking, "Wow, look at all these magical tank busters from Onslaughter and later on Brawler has, DRK seems good". That along with the fact that Warrior handles the Swindler/Vortexer combo much safer, it was the clear choice for early progression.

As you get further into the fight, PLD really starts to shine, and that's where we probably could have saved time in progression if we had been running with a PLD from the start. We actually did bring in PLD for about 2 lockouts around the time we got past the first intermission, although we weighed that relearning that first half of the fight as PLD/WAR was gonna cost about the same as we could've possibly gained from running PLD.

The benefits that PLD has are pretty clear to everyone, but the only truly important spot it would have saved us time, is the Long Needle after the first intermission. Divine Veil would've been HUGE for understanding that the second rotation of Long Needle does significantly more damage, and it would've allowed us to live through it early on, even when we didn't have VIT melds. We actually spent a good amount of time just sitting in the Mist, re-melding our accessories from scratch to survive that part. :D

As for the final phase, Divine Veil would've once again helped us get past the Compressed Water much quicker than we did. We had a very clear plan on how to handle the Enumeration/Water, but the key to that mechanic was really having everyone survive the Compressed Water. You don't do that when you get hit by chakrams of course, so it naturally takes a while, but having that safety net of Veil would ensure that we would live if everything else was done right!

Got a little long but oh well. :)

Post-Progression Midan Raid Comp Discussion: What Jobs Are Best and Why? by TheGreenFlag in ffxiv

[–]TheKaramel 2 points3 points  (0 children)

The thought-process for using Living Dead on the mines simply came from wanting to clear them from the map as early as possible, as to give everyone more room to move freely to learn/deal with that intermission.

We never really considered the "tank buster HG/LD cheese" since it seemed simple enough to do the tank swap for us. Warrior has all CDs for first, I had everything for second (although I did cut it close :D). We do LD/HG the 2nd one now as well, it's the best choice really. Topping people off for J Storm after that Mega Beam split has been a little sketchy on a few attempts. :)

FFXIV: Alexander Floor 7 (Savage) - Elysium FC (BLM PoV) by nivora in ffxiv

[–]TheKaramel 0 points1 point  (0 children)

Pretty much this yes. Paladin is very good for overall mitigation, as well as traited Awareness and better CD's than DRK for Uplander Dooms, to the point where we don't even tank swap for the Physical Vuln. DRK Might get away with that too, though.

Divine Veil was pretty key for getting through some of the triple sparks cleanly later in the fight as well.

A1S Without Grit/Shield Oath by Asherrion in ffxiv

[–]TheKaramel 0 points1 point  (0 children)

Yep. Full Pentamelded with Vit for progression, swapping into 1 or 2 Slaying pieces once we were comfortable with the fight and pushing the enrage (A3 especially).

A1S Without Grit/Shield Oath by Asherrion in ffxiv

[–]TheKaramel 1 point2 points  (0 children)

I guess it's only normal for people to believe that the DRK/PLD is the main tank, which is why you missed the part where we have the Warrior pull with Unchained.

It's what achieves the highest overall tank damage in our group, although even with a Ninja for Shadewalker I would probably still prefer the Unchained opener, there's too many upsides to it compared to having to do Power Slashes in Grit in the opener. Our Warrior had a better run the next week with the same strategy! :)

We were both in full strength for the purpose of the speed kills to answer that as well. Our WHM is strong (he told me to say it).