drk/war for merit points is pretty frigging powerful. Everything is easy to kill at this point, so skillchains usually slow things down. It's like valkurum all over again--WS whenever you can.
If anything your average sam, not drk is going to slow down a merit point PT since their regular melee damage is a bit lower than other melees without the special katanas.
Anyways, being proficient in an exp/merit PT but absolutely sucking in everything outside is a horrible situation that drk, drg, and thf share.
Yes, drk has a slight edge in some things, but the downsides are too great. Souleater, a drk's job-defining skill is often too dangerous to use, with too many downsides compared to the benefit (fast, def ignoring damage). It could be an awesome ability, but it's hampered by the high mp cost (healing or stoneskin) per damage and the greatly increased probablilty of death from unusually high enmity generation. If anything, when undead spirits start flying from me, I'd expect my target to run away or freeze, not turn around and smack me with a critical for more than I'm hitting for. But that's just me :p
As for closing WS, war can close darkness almost as well, with much better regular hits and higher survivability. Sam can't close for for as much damage, but they can pull light and dark at a much faster rate at almost the same damage. Not to mention they can fall back on ranged attacks should it come to that.
Monk can of course "nuke" for very repectable damage that ignores def like souleater. Drg can absolutely destroy a drk in damage if left in a PT to accumulate hits from the wyvern and himself.
But hey drk can stun. Like a rdm/drk or blm which have a lot more utility.
If anything your average sam, not drk is going to slow down a merit point PT since their regular melee damage is a bit lower than other melees without the special katanas.
Anyways, being proficient in an exp/merit PT but absolutely sucking in everything outside is a horrible situation that drk, drg, and thf share.
Yes, drk has a slight edge in some things, but the downsides are too great. Souleater, a drk's job-defining skill is often too dangerous to use, with too many downsides compared to the benefit (fast, def ignoring damage). It could be an awesome ability, but it's hampered by the high mp cost (healing or stoneskin) per damage and the greatly increased probablilty of death from unusually high enmity generation. If anything, when undead spirits start flying from me, I'd expect my target to run away or freeze, not turn around and smack me with a critical for more than I'm hitting for. But that's just me :p
As for closing WS, war can close darkness almost as well, with much better regular hits and higher survivability. Sam can't close for for as much damage, but they can pull light and dark at a much faster rate at almost the same damage. Not to mention they can fall back on ranged attacks should it come to that.
Monk can of course "nuke" for very repectable damage that ignores def like souleater. Drg can absolutely destroy a drk in damage if left in a PT to accumulate hits from the wyvern and himself.
But hey drk can stun. Like a rdm/drk or blm which have a lot more utility.
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