View Full Version : Blood weapon discussion.
Rezeak
09-05-2011, 04:36 AM
I just thought it would be good to discuss this in one place.
First thing i want to bring up is that Blood weapon isn't useless
When used w/ high haste and souleater it makes a DRK near invicible and most DD pretty much can't keep you in those 30 secs.
As for updating i see no harm in tweaking it to be a little stronger or making it a 5/10 min job abilty with the same duration.
If it was only to be tweaked i would suggest a 1 min duration w/ an added bonus to 2handed weapons (like maybe doubles souleater effect or gives a +50% Crit rate/Crit DMG buff) to make it really pack a punch on our main weapons.
For a job abilty i think it being every 30 sec every 5-10 mins is enough it's really strong as it is.
One other thing i'd like people to consider when discussing this is that alot of other 2hrs are either very sititational as well.
The best idea i've heard for this is just make a JT that allows DRK to drain the full DMG of the weapon 5-10% of the time then that could be DRK version of DA/TA/Counter ect
Urteil
09-05-2011, 08:37 AM
Job trait, 10% activation.
Yes please.
Cljader1
09-05-2011, 10:42 AM
I would love it we got a Blood Weapon Job Trait added, and keep current Blood weapon ability
NeoLionheart
09-05-2011, 11:58 AM
Right now, somewhere out there, there is a newbie DRK using Blood Weapon for the first time.
Miss.
Monster hits Player for xxx damage.
Monster hits Player for xxx damage.
Player hits Monster for xxx damage.
Player drains xxx HP from Monster.
Monster hits Player for xxx damage.
Monster hits Player for xxx damage.
Miss.
Player's Blood Weapon effect wears off.
Player: .......
Economizer
09-05-2011, 12:07 PM
Job trait, 10% activation.
I think 10% is too high. Even 5% sounds too high unless there is a piece of gear tied to it, or if it was merited. Maybe if it was a subbable ability, you could have it at 5%, but increase to 10% with merits, but this is still a bit far in my mind. Even a 5% activation would be a very strong job trait.
I don't see a 10% effect outside of a decaying stance effect or lots of gear, unless it only has half effect.
I definitely see this as a job trait, even if it is only from gear. As always, Dark Knight's two hour is fine.
Cljader1
09-05-2011, 12:16 PM
Right now, somewhere out there, there is a newbie DRK using Blood Weapon for the first time.
Miss.
Monster hits Player for xxx damage.
Monster hits Player for xxx damage.
Player hits Monster for xxx damage.
Player drains xxx HP from Monster.
Monster hits Player for xxx damage.
Monster hits Player for xxx damage.
Miss.
Player's Blood Weapon effect wears off.
Player: .......
Thats exactly how it went for me, before the LR update. The reason why SE is paying no attention to "Blood Weapon" is because of that damn kraken club, worst thing to ever happen to drk. SE can make blood weapon effect 2hd weapon only, and that can free up they're conscious to turn blood weapon into a 15 min job ability. I think we need to start up a petition against the kraken club if thats indeed what's keeping SE from improving drk's blood weapon capabilities.
Madawc
09-05-2011, 11:37 PM
I'd like to see the duration extended to 1minute, and that the drain would be damage added to the hit damage.
Armangetto
09-06-2011, 01:32 AM
I would love to see Blood weapon as a regular job ablity or job trait but because SE gave us the last resort update, they probably wont. Because of the last resort update we can get back to full hp in just a few swings and still maybe have 10 15 secs left, maybe even more if DA procs. Still would be nice though.
Taint2
09-06-2011, 03:52 AM
Right now, somewhere out there, there is a newbie DRK using Blood Weapon for the first time.
Miss.
Monster hits Player for xxx damage.
Monster hits Player for xxx damage.
Player hits Monster for xxx damage.
Player drains xxx HP from Monster.
Monster hits Player for xxx damage.
Monster hits Player for xxx damage.
Miss.
Player's Blood Weapon effect wears off.
Player: .......
LOL thats awesome and so very true. Unfortunately without haste and marches its not much better at 90.
Rezeak
09-06-2011, 04:59 AM
It can be added and easily scaled tho i mean 5-10% activation rate or (Delay after haste)/2000 or only restores 25% of DMG dealt
Either way i see no reason SE couldn't add something minor like this to DRK it fits the job and makes them a little less of an MP sponge.
Cljader1
09-08-2011, 03:18 AM
Did ya'll see that SCH 2 hour ability has just been extend from 60 seconds to 3 Minutes and both there new 2 hour spells greatly enhanced, while "Blood Weapon" still remains at 30 seconds. What you think about that...
Urteil
09-08-2011, 09:24 AM
Did ya'll see that SCH 2 hour ability has just been extend from 60 seconds to 3 Minutes and both there new 2 hour spells greatly enhanced, while "Blood Weapon" still remains at 30 seconds. What you think about that...
SE is a bunch of morons.
Muras
09-08-2011, 09:31 AM
SE is a bunch of morons.
Pretty much how I feel. Currently I have little to no faith in them improving DRK in the right way. My only hope is that this super long silence from them not replying to any of the recent feedback threads on DRK is an indication of them seriously brainstorming actual solutions.
Cljader1
09-08-2011, 11:59 AM
The lack of attention to drk is really depressing, tabula rasa 3 mins SE, and we cant get a blood weapon tweak. Cmon SE please throw us a bone
Chriscoffey
09-08-2011, 12:02 PM
Pretty much how I feel. Currently I have little to no faith in them improving DRK in the right way. My only hope is that this super long silence from them not replying to any of the recent feedback threads on DRK is an indication of them seriously brainstorming actual solutions.
They don't like dark because they think we are a bunch of emo kids wanting "overpowered" abilities. They in turn give the "other melee" every jacked up thing under the sun to enhance their killing prowess. I use the "other melee" and it pisses me off they have made dark out to this fail job where you can be full gear and still be sub par to AH melee by comparison. Either fix the job to what it was formerly before this 2nd dev. crew took over or delete it. It had a purpose back then and it's fallen of a cliff since.
Nikashi
09-09-2011, 12:43 AM
I really like the thought of turning Blood Weapon into a JT. Never thought of fixing the ability that way, but it seems like it could work. 5-10% proc. rate would probably be fine, though I can understand that 10% would be seen as overpowered. It all comes down to how much HP you want to get back from it vs. the activation chance, imo.
In the slim, offchance that SE does actually change Blood Weapon to something like this, what do you think they could give us for a new two hour?
Geabrielle
09-09-2011, 03:49 AM
Probably something lame like "Suicide" - one hit duration, player sacrifices their life to do a paltry amount of dmg to the mob. Ya know, like Mijin only not cool in anyway.
I've all but given up hope just like I have with RDM and THF. I mean yes, the LR Update was a pot of gold at the end of a rainbow but it falls after a hurricane of fail instead of the sweet rainstorm of awesome like the other DD jobs.
That being said and back to OP, I'd like to see Blood Weapon either turned into a JA or give a little love. Seriously, there's a test server now! I particularly like the job trait idea of making it even 5% proc rate, though I'd honestly rather a minute duration over a 30s duration, and a 5 minute recast is perfectly fine as well. If it's to remain a 2hr and we must remain constrained to 30s ( come ON 1 minute wouldn't break anything), go ahead and restrict it to while using 2 hand weapons ONLY so we can put the terrible K Club affliction forever in it's 10 foot grave. Other wise .. hit delete and give use something equally useless but equally entertaining .. like Geomancer or Alchemist ... or Twinkle Toes 2.0.
Cljader1
09-09-2011, 07:04 AM
Blood weapon is the weakest 2hr in the game, did you guys know that war's "Mighty Strikes" last 45 secs and it makes ALL physical attacks critical including weapon skills and multi-hit weapon skills there all made into critical attacks. While "Blood Weapon" is 30 secs and has absolutely no effect on weaponskills of any kind.
Chriscoffey
09-09-2011, 07:42 AM
Blood weapon is the weakest 2hr in the game, did you guys know that war's "Mighty Strikes" last 45 secs and it makes ALL physical attacks critical including weapon skills and multi-hit weapon skills there all made into critical attacks. While "Blood Weapon" is 30 secs and has absolutely no effect on weaponskills of any kind.
Yeah that is why before Uko when doing a boss fight you would MS then use kings justice for the "had to crit" boost it gave.
Cljader1
09-09-2011, 08:31 AM
If they want to keep blood weapon as our 2hr then it needs to be improved, purposed fix: Under the effect of Blood Weapon the dark knight absorbs ALL forms of weapon damage, including weaponskills, standard melee attacks, weapon bash etc all forms of weapon damage is absorbed by the drk, and they can keep duration at 30 secs.
Although I much rather have Blood Weapon as a Job Ability that we can use every 15 mins if the ability remains in its current state. This is NOT to much to ask for dragoon 2hr was "Called Wyvern" and SE changed it to a 20 min JA and gave them a new 2hr, drk should get a similar fix. If SE decide's to give us such a fix I purpose an idea for our new 2hr:
Two Hour Ability
Dark Ascension: Reset the timers on all dark magic spells and doubles its potency, while casting dark magic the drk cannot be interrupted. Duration 30 secs
What this would mean is that the dark knight gain the ability to absorb double damage from drain spells and dread sprikes would also absorb double damage while under the effect thus aiding in replenishing the drk's hp. A true save your ass the drk's got it 2hr.
Urteil
09-09-2011, 03:44 PM
If they want to keep blood weapon as our 2hr then it needs to be improved, purposed fix: Under the effect of Blood Weapon the dark knight absorbs ALL forms of weapon damage, including weaponskills, standard melee attacks, weapon bash etc all forms of weapon damage is absorbed by the drk, and they can keep duration at 30 secs.
Although I much rather have Blood Weapon as a Job Ability that we can use every 15 mins if the ability remains in its current state. This is NOT to much to ask for dragoon 2hr was "Called Wyvern" and SE changed it to a 20 min JA and gave them a new 2hr, drk should get a similar fix. If SE decide's to give us such a fix I purpose an idea for our new 2hr:
Two Hour Ability
Dark Ascension: Reset the timers on all dark magic spells and doubles its potency, while casting dark magic the drk cannot be interrupted. Duration 30 secs
What this would mean is that the dark knight gain the ability to absorb double damage from drain spells and dread sprikes would also absorb double damage while under the effect thus aiding in replenishing the drk's hp. A true save your ass the drk's got it 2hr.
We'd need good dark magic for this to happen, this is more like another 15 minute ability.
Nikashi
09-09-2011, 11:14 PM
I think I'd rather see something more melee oriented for a new two hour ability. WAR has Mighty Strikes, SAM has Meikyo Shisui, DRG with Spirit Surge, etc. If we really are a melee job, why not make our something to enhance our melee capacity like other melee jobs?
Zoner
09-09-2011, 11:48 PM
If they want to keep blood weapon as our 2hr then it needs to be improved, purposed fix: Under the effect of Blood Weapon the dark knight absorbs ALL forms of weapon damage, including weaponskills, standard melee attacks, weapon bash etc all forms of weapon damage is absorbed by the drk, and they can keep duration at 30 secs.
Although I much rather have Blood Weapon as a Job Ability that we can use every 15 mins if the ability remains in its current state. This is NOT to much to ask for dragoon 2hr was "Called Wyvern" and SE changed it to a 20 min JA and gave them a new 2hr, drk should get a similar fix. If SE decide's to give us such a fix I purpose an idea for our new 2hr:
Two Hour Ability
Dark Ascension: Reset the timers on all dark magic spells and doubles its potency, while casting dark magic the drk cannot be interrupted. Duration 30 secs
What this would mean is that the dark knight gain the ability to absorb double damage from drain spells and dread sprikes would also absorb double damage while under the effect thus aiding in replenishing the drk's hp. A true save your ass the drk's got it 2hr.
I like the idea of adding "dark knights adsorb all forms of damage" to blood weapon, but extend it to last at least one full minute; 2-handed weapons only of course.
Covenant
09-10-2011, 11:24 AM
There exist several "blood drain" weapons already in Vanadiel. Don't really think this is necessary...however, since SE seems to want to mess around with 2hours... Perhaps extending the 30sec duration of some of the 2 hours are needed? After all scholar is gaining massive bonuses from their 2 hour WITHOUT sacrificing the normal bonuses, such as having access to both light and dark books and no need for charges for job abilities. Seems like unlimited accession and manifestations pretty strong as is.
@nikashi... Sorry but Darkknights are NOT melee jobs. Darkknights are a melee AND magic job. Yes, we don't nuke(elemental) on par with blackmages, but we shouldn't. Our magics should be geared towards status effects, virus, plagues etc...more specifically our high dark magic skill.
Dark Acension sounds nice. A doubling dark magic potency would be amazing. Reset timers is kinda weak. I know this is a work around for drain 2 having such a long timer, but proper planning and play should be factored in while maintaining a 2 hr. After all, Redmages don't get an MP reset if they use Chainspell. Redmages need to hold mp or at least a convert in their pockets when contemplating using their 2 hour.
we need specialization in our melee phase. or we're just a toy job. That's just the way that it is.
Ethalio
09-11-2011, 01:04 AM
My suggestion for DRK 2h:
raise pDIF to maximum for 1 minute. ignores targets defense.
Nikashi
09-11-2011, 04:44 AM
@nikashi... Sorry but Darkknights are NOT melee jobs. Darkknights are a melee AND magic job. Yes, we don't nuke(elemental) on par with blackmages, but we shouldn't. Our magics should be geared towards status effects, virus, plagues etc...more specifically our high dark magic skill.
I understand that DRK is a melee/mage hybrid, but how often do you see a DRK casting magic outside of Drain/Aspir I & II, Dread Spikes, and Stun? Let's not forget about Absorb spells, but inside of Abyssea, they're next to useless. (Yes, I know the game is moving back outside Abyssea with the cap increases, and Absorb spells will have their place again.) Personally, I don't think that our 'signature' ability should be focused on an underused aspect of they job. Just my opinion.
Selzak
09-17-2011, 04:52 AM
The best idea i've heard for this is just make a JT that allows DRK to drain the full DMG of the weapon 5-10% of the time then that could be DRK version of DA/TA/Counter ect
That was me, and I agree very much with me.
Also, I agree with the idea of DRK being a melee/mage hybrid. I'd be happy with our DD as it is now if we brought some unique utilities via spells and/or abilities. The problem is, our job as it stands now can't fulfill any role other than melee DD...so obviously we want to be among the best at it.
Having the DD output we have now while being able to do something unique (like an amnesia spell, for instance) and a dark-based nuke like Ultima at 99 (this can be our version of Ancient Magic, with high damage and high cast/recast) would help to realize the job a lot more and give some purpose to the /mage side of the job.
It would also help our spell casting if we got some traits to enhance our Drains and Aspirs. Either boost the returns or occasionally allow the recast not to reset.
I also think we should get (a very, very inaccurate and inpractical) Death spell.
StingRay104
09-17-2011, 07:59 AM
New 2 hour idea. Everytime you activate your 2 hour a piece of bacon appears to you IRL. BEST 2HOUR EVER!!!!!!!!!!!!!!!!