Originally Posted by
Lyth
Gameplay
Recommendations:
-DRK relies on a lot of double weaves. Revise and shorten the animation locks on oGCDs, especially Dark Arts and Plunge.
-Consider making Dark Passenger a potency gain in single target, for variety.
-Make Dark Arts only expire on the next GCD, allowing you to activate both the oGCD before it as well as the GCD itself, rather than forcing you to sacrifice one for the other.
Situational Skills
Recommendations:
-Convert Sole Survivor into a HP/MP drain over time. Consider making mob death reset the cooldown to keep the timing element.
-Make the Souleater lifesteal stance independent. If the amount of healing from this bothers you, just make the lifesteal into a Dark Arts property, not a Grit property.
-Make Blood Weapon and Blood Price stance-independent. Consider just reworking Blood Price into something different, because it seems like you're unable to tune it simultaneously for both single target and AoE. It's pretty much worthless in single target.
-Consider removing either the MP cost or the GCD cost on Grit.
-Consider either removing the MP toggle cost on Darkside, or make the ability into a trait.
Burst
Recommendations:
-Rework Delirium. Remove the Blood cost. Consider merging Delirium and Blood Weapon (i.e. treat Delirium as an upgraded form of Blood Weapon). Consider having Delirium boost Dark Arts potency while active instead of just dumping an extra DA worth of MP into your pool.
-Increase the MP pool size relative to the cost of Dark Arts. If you are able to 'store' more Dark Arts, capping becomes less of an issue.
Balance and Identity
Recommendations:
-Shorten the animation lock on Plunge. Increase the range to at least parity with other gap closers. Consider adding in an enmity effect.
-Return Reprisal as a DRK job skill. Perhaps increase the recast to keep it in balance with the other party-wide defensives.
-Add an additional effect to Shadow Wall. It's very pretty, but very bland.
-Remove the healing penalty from Living Dead. Consider just having it negate both damage and healing instead, if you need to tie in a penalty.