Dark Knight Idea thread: Suggestions
These are suggestions I would make to change the Dark Knight class, these are not something I would ask to change all at once, but these are to make the class more fun altogether and more practical compared to other tanks. Right now I believe they are unpowered compared to both Paladin and Warrior for plainly obvious reasons.
I stayed with the life-tap theme, however I also added some penalties to the abilities. Giving them a more unique flavor altogether.
Darkside:
Remove the Aura effect altogether and replace it to something like this:
http://www.youtube.com/watch?v=WGw_fqmzfgA&t=0m25s
Give it a health cost instead of MP cost.
Reprisal:
Lower cooldown to 15 seconds.
Lower potency to 160.
Blood Price:
Sacrifice 15% of your life over time for its duration.
Restore 50% of your mana over time for its duration.
Instant Cast, 40 second cool-down.
Blood Weapon:
Sacrifice 15% of your life over time for its duration.
Increases attack speed by 15% and converts physical damage dealt into MP.
Can now be used with Grit.
Instant Cast, 40 second cool-down.
Dark Arts:
Additionally removes the damage penalty of Grit for the ability your using "Dark Arts" with.
Shadow Wall:
Reduces damage taken by 30% and restore own HP with a potency of 50 every time you suffer physical damage for 15s.
Instant Cast, 120 second cool-down.
Salted Earth:
Creates a patch of salted earth at your feet, dealing unaspected damage with a potency of 100 to any enemies who enter and restore own HP with a potency of 75 for each foe hit.
Dark Mind:
Gain the ability to block.
Modifies Block Rate by 4*level: 240 at level 60.
Modifies Block Strength by 10*level: 600 at level 60.
Dark Arts +:Additionally gain a dark shield which prevents damage.
Duration: 15 seconds.
Instant Cast, 60 second cool-down.
Living Dead
Duration: Forever.
Yes, it is now a death prevent. =)
Ofc, you still die if your not healed fully.
Souleater
Delivers an attack with a potency of 100.
Combo Action: Syphon Strike, Combo Potency: 260
Dark Arts Potency: 240
Dark Arts Combo Potency: 400
Grit Effect: Absorbs 100%(200%) of damage dealt as HP.
Dark Arts fades upon execution.
Power Slash
Delivers an attack with a potency of 100.
Additional Effect: Increased enmity
Combo Action: Spinning Slash
Combo Potency: 300
Dark Arts Combo Potency: 400
Dark Arts Additional Effect: Forces target to target you for 3 seconds.
Carve and Spit
Reduced cool-down to 16 seconds from 60.
Delivers a threefold attack with a potency of 75. Also restores MP if used while not under the effect of Dark Arts.
Dark Arts Potency: 250
Dark Arts fades upon execution.
Sole Survivor:
Guards the target while it remains within 20y. While active, the target takes 5% less damage and generates less enmity and you gain 10% base parry when you are near the guarded target. Requires Grit. Cannot be used on players using Grit Stance, Shield Oath, or Defiance.
Cool-down: 120 seconds.
Duration: Forever.
Cast Time: Instant.
If the target dies you gain a buff called "Vengeance" which increases damage done substantially whilst also increasing enmity gain.
Duration: 10 seconds.
DRK are not death Knights
DRK Aura is bugged they will fix it and morover they dont trade life or blood for powers its just that we dont trade our soul or like a undead warrior like death knights we are more of drawn to darkness and casts powers from abyss not sacrificial soldiers
I like DRK the way it is best class mechanics i have seen so far good work SE