Holy Shit. This a pretty damn amazing idea. I would be flabbergasted if SE doesn't at least try implementing something like this. But of course, when am I not flabbergasted when SE fails to deliver?Shamelessly quoting myself for another page and adding an idea I had for that unique enfeebling necessity that I feel is the most important thing for DRK right now:
A new line of debilitating spells to define the job's enfeebling role~
Dark Magic:
DRK 91) Rupture- Lowers enemy's resistance to blunt weapons.
DRK 96) Disclosure- Lowers enemy's resistance to piercing weapons.
DRK 99) Exposure- Lowers enemy's resistance to slashing weapons.
*These spells overwrite eachother.
Make these meritable to improve the effect. For tougher enemies, allow the spell to land regularly (with sufficient dark magic skill) and balance it by making them wear off within a shorter amount of time depending on how tough the monster is. In content like VW, balance the spell by letting it last just long enough for us to quickly set up a volley of SAM WS or something like that before it wears off.
There's you some spells to cast. There's you a reason to invite a DRK to your PT. There's your unique, perfectly martial/magical identifying line of spells to define the job. If the future identity for WAR is the ability to change its weapon type, what more perfect way to define DRK (WAR/BLM) than with this dark arts twist on that concept. This is exactly the kind of thing the job needs to make its MP bar feel like part of the job again.
Last edited by Quetzacoatl; 12-12-2011 at 04:56 AM.
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