So you like warrior things?
Hello all, I have been thinking about how we could add to dark knight without a complete rework. This suggestion
changes one mechanic and from there I believe, allows the current dev(s) for dark to expand for the future. The inspiration is drawn from grease lighting, inner release animation/transformation, and mirage dive. It centers on darkside, adds blood generation, new animations with potency increases, a new delirium, the return of soul survivor and an upgraded abyssal drain.
Core mechanic changes
1. Darkside: activates with edge of shadow per usual.
New: edge of shadow grants a stack of darkness up to four. the stacks work like grease lightning as they allow darkside for ~30s max 30sec (suggested timer). This will add darkside up keep which we know is not hard to do hence this mech adds a layer to the number of edges we do per usual without any major alterations.
New: darkness stacks up to four but can now be consumed at three stacks to use "summon shadow."
New: upon reaching four stacks of darkness we gain darkarts (gold UI icon and all is made visible). We can now activate "endwalker" (place holder name lol) aka inner release- or is it.
Endwalker: GCD animation or ogcd (I don't care) uses the living dead animation with purple and black color and glowing eyes for extra edge.
New: adds 10 blood to all weapon and spells skill. Reduces spell speed to the equivalent of a weapon skill.
Transforms hard slash, syphon strike, and soul eater into
power slash, syphon strike ii (old delirium animation blue), and soul eater ii (old scourge animation red).
Activates soul survivor ability and abyssal drain becomes abyssal chaos. Timer ~30sec (basically same as darkside timer).
***Btw I don't care if we use these animations or not we need new combos.
Why 10 blood? To add blood synergy from the new combo and or spells (this is open to change).
Why change the basic single target combo instead of adding as a new combo string? To prevent the dreaded button bloat and add fresh relatively-new (lol) animations. This will satisfy those who enjoyed the since remove weapon skill of the past.
New combo upgrades:
Souleater ii: doubles health generated or add 100% crit
(Open to change). Adds 10 blood for a total of 30 blood.
Syphon strike ii: double or increased mana gain upon use plus 10 blood (open to change). Returns and influx of mana for edge of shadows or whatever mp based attack costs.
Power slash: because we needed to upgrade hard slash period as everyone else gets new weapon skill upgrades. Adds 10 blood.
Why spell speed reduction. Um, do we need to cover this one. I want to make the implementation as easy as possible without a system stat rework. It allows aoe listed as spell to now benefit from "blood weapon" which btw has not changed (I guess).
Soul survivor: "spell" or ogcd (I don't care) wether you were a fan of the animation or the timed optimizing, this is for you. Single use during "endwalker state" you can stock mana and hp for later. Have fun (open to changes adjusted potencies).
Abyssal drain ii: Aka abyssal chaos. A potency increase perhaps but more so an opportunity to add a new animation (for job growth as we hit higher levels) and increased direct hp sustain. Some people even consider adding charges to abyssal drain. (Open to change).
***To summarize, our new transformation is "endwalker" aka inner release- if you like warrior mech. It builds from the edges of shadow we already do and adds darkside maintenance. The stacks are capped at 4 because due to our mp pool we can only get 3, but TBN and blood weapon as of currently grant us an edge of shadow If I recall. This allows us flexibility on how we reach darkarts>endwalker (stack 4).
The darkside guage dump is now summon shadow at 3stacks. This allows us to delay "endwalker" (I don't know why lol). Consider it as a consolation and adds depth to the darkside guage. And with the new changes we may be able to summon shadow during "endwalker stance" anyway with mp regen adjustments.
**But wait if summon shadow consumes darkside, don't we lose our 10% damage increase. But in return we get a dot and we can simply bank a edge for reactivation anyway (open to change)
**But wait if it takes 4 stacks to reach darkarts "endwalker stance," how can we do our opener.
Introducing "Delirium"
New: 120sec cd grants "darkarts". Basically enter endwalker and activates our new abilities. What!? everyone else does it. (Open to change).
This was my first post and I'm totally fine with criticism and suggestions. I really wanted to share this idea. My hopes is that much of this is easy to implement and can add depth to a job which many want to see grow. Thank you.