Originally Posted by
Tex_Mex
Overview:
These changes sought to meet the following goals:
1) Remove Dark Arts Spam - Obvious
2) Increase DRK Burst Potential - I accomplished this by remaking Dark Arts into a DPS Cooldown that also resets the Carve and Spit CD. This combined with the Changes to Blood Weapon and Darkside will result in a powerful window that allows for increased Bloodspiller usage.
3) Improve the Soul Stealing Theme of DRK - This was done mostly with how I reworked Darkside and with the new ability I added (Soul Rip). This gives me the feel of stealing the essence from enemies, and then being able to heal the DRK, it's allies, or unleash it back with Bloodspiller/Quietus
4) Maintain or slightly increase Damage Output to offset the loss of Dark Arts - Accomplished mostly with potency increases
5) Rework Blood Price - This ability is underwhelming against single targets and and is also locked behind Grit. My changes addressed both of those things by removing the stance requirement, and making the MP restore percentage based. These changes basically turn Blood Price into an interesting Defensive CD that deals some damage and restores some MP. It is totally usable out of Grit as well, making it an all around better ability IMO. It does not increase DPS if you are not getting attacked, making it a great MT role, but relatively useless as an OT.
6) Maintain Enmity generation capabilities both while in and out of Grit - Many enmity skills were tied to Dark Arts, so I did my best to keep them in place and relevant
7) Add a little bit of additional party utility to the DRK kit - This was done through the new skill Soul Rip. The HP and MP Restore being available to another party member adds an interesting twist to utility. The MP gain is pretty big, but it is also a DPS loss to use, since that blood doesn't get to be used on Bloodspiller or Quietus.
8) Maintain the DRK feel of needing to manage 2 resources (Blood and MP) - Adding the MP drain back to Darkside keeps MP management relevant.
9) Line up Cooldowns in 60 second intervals - With the increased power of Blood Weapon, Dark Arts, Delirium, and Blood Price, increasing their CD's was the best option in order to keep them from getting too strong.