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Originally Posted by
Ehayte
Darkness
- Increases mana cost by 100%.
- Adds a 230 Potency damage component, divided equally among targets hit.
- Returns 40% of damage dealt as hit points.
- Enmity is adjusted to take into consideration the damage and healing, to keep it even with a Paladin's Flash.
- Blind effect is removed.
Doubling the mana cost is going to make this *way* less useful, especially since you're spreading the damage out across all targets hit, getting rid of the mitigation benefits (not entirely sure why you felt like removing Blind from a spell called *Darkness*).
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30: Dark Soul (Spell Cast Animation, creates a dark aura around you)
- Drains 30% of the DRK's total hp to mitigate all damage by 25%, and increase healing on you by 5% for 30s. Decreases damage output by 10%, increases enmity generated. On GCD, breaks all of your combos
- Cast time of 1s
I realize that you're trying to do something different here, but forcing a tank, who is going to be hit constantly, to recast their "stance" on a hard cast every 30 seconds will *not* play well. Casting on a tank overall isn't going to play well because you have to be mobile and getting your tank stance interrupted would be crippling. On top of this, you're essentially denying the tank 1/12 of their GCDs with that duration. Honestly, just turn it into a stance and get rid of the cast times on the other abilities. There really is *no* reason for a melee to need to use cast attacks and plenty of reasons for them *not* to.
As to the numbers, your tank stance is insanely strong on mean mitigation (they would require 90% of the healing that a PLD requires and 82% of a WAR) and either ridiculously weak on eHP (if it reduces max hp) or ridiculously overpowered on it (if it doesn't). If it drains hp, you're *also* screwing over the tank if they ever get low on hp: imagine trying to recast that after a Hood Swipe or Mountain Buster. If you don't have the mp, your tank buff lapses *and that's when you need it the most*. The damage would be appropriate, however, because you're consuming animation time constantly.
Also, once again, a GLA job needs a DPS stance to go with it. GLA jobs need a 15% increase to damage when not tanking since that's exactly what PLD provides.
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35: Drain (Spell Cast Animation)
- 200 potency spell that returns 75% of damage done as hp. Enmity modifier 4x
- Cast time: Stoneskin equivalent
Ignoring the cast time (Stoneskin is a 3 sec base cast, which puts the damage per GCD on this at 167) and assuming that you want these casts to be based off of attack power rather than magic power so that they actually *improve* as gear improves, 75% of damage done as hp is next to nothing. It's an ability that you'd never want to use.
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40: Absorb (Spell Cast Animation)
- 240 potency attack that combo's with Riot Blade to add a 8s buff that returns 3% of incoming damage into MP. 4x Enmity modifier, if not combo'ed: 100 potency with a 4x modifier, returns .5% of damage to MP for 8s
- Cast Time: GCD
Cast time again. Combo benefits are pretty much always all or nothing. Having the weaker effect on a non-combo hit would be really weird.
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45: Soul Leech (Bloodbath Animation)
- Ability off-gcd that puts a 25s DoT for 5% of current HP/tick on YOU that increases your damage mitigation by 5% per tick until it expires @ 25s. 2m refresh
This would be insanely strong and weird as hell. You've got 8 ticks that could easily be healed through (Regen would more than take care of it), even since you provided self healing to the class itself, and mitigation which averages out negligible and builds up to Sentinel with an average contribution of Rampart.
Also, just like with Mystic Knight, you're providing a CD for a job that really doesn't need any more. PLD only adds Hallowed Ground to the GLA CD suite and it's *still* the strongest CD suite in the game. Since you're adding something that's supposed to equate to HG for it as well, you're effectively making this tank *even stronger* than PLD with the advent of another tank CD.
P.S. The duration would be 24 seconds, not 25. DoTs always have durations that are divisible by 3 because the server ticks DoTs on a 3 second interval.
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50: Unholy Ground (Hallowed Ground Animation)
- Consumes all of your mana and reduces your hit points to 1 in exchange for 15s of immunity, the first 5s of which you are pacified and and healing spells have 1% effectiveness on you. Removes ALL status effects, including beneficial ones.
This would be Hallowed Ground on crack. Not getting heals for 5 seconds isn't really as big of an issue as you might think, especially since you're providing 10 seconds of complete and utter immunity afterwards. If your healer(s) can't prop you up from 1% to full in less than 10 seconds, they're doing something wrong, especially if you throw up Convalescence or add your own self heals to it (since it's not like you have to bother with getting interrupted).
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Obviously, DRKs would get some of the THM stuff...Swift/Surecast to be able to use their spells effectively, MRD CDs of Bloodbath and Foresight.
Swiftcast and Surecast, since they're both on a 1 min CD, would *have* to be saved for Dark Soul every time because you wouldn't want to run the risk of not getting the recast, so you're not really guaranteeing anything which means that all of your *other* casts would be cast without. Having one ability that's supposed to be used regularly contingent upon you having a completely separate buff up is just bad design. You could remove the cast times and it would mean just as much while being a *lot* more playable.
This tank would be onerous to play (thanks to *having* to use cast times as a tank and having to constantly refresh your tank buff; PLD gets away with Stoneskin largely because that's purely optional), sub-par in solo/OT circumstances, and stronger than PLD *or* WAR as an MT.
Get rid of Soul Leech and replace it with a DPS stance (have it reduce max hp to increase damage by 15%, call it Consuming Darkness, which is a classic DRK ability), remove the cast times on Drain and Absorb, make Dark Soul an actual stance (have it reduce healing received and max hp as the "cost"; you'd need to fix the mitigation though), and fix Unholy Ground so that it's not Hallowed Ground on steroids (have it consume 75% of max hp and prevent healing for the entire duration; don't make it last 5 seconds long but reduce the CD by 1 minute to justify the cost; conversely, have it eat 75% of your hp when it falls off or reduce all healing received by 50-75% for 10 seconds after it fades).