I still feel that Darkside was missed as a very capable off tanking stance instead of a buff to stack on top of Grit. I feel Grit to be just plain lacking in originality. It's literally just a copy and past of the Paladin tanking stance. This job misses out on just so many different possibilities with its skills. Just to name a few that I honestly feel were utter failures...
Blood Price: Returning MP when damaged. Should have instead absorbed 10% of all incoming damage as MP. Provides a small defensive cooldown that can benefit from things like tank busters to give a huge chunk of MP back while reducing the damage taken by 10%. Should have also been limited to usage while only under Grit.
Blood Weapon: Return MP on physical damage and increases attack speed by 10% and unable to be used with Grit. First, how may of DRK's attacks are magical damage? The synergy here is completely missing. Second, it could have been a great combination with an off tanking stance like Darkside. What it should have been: Increase damage output by 10% and absorb that 10% increased damage as MP, only able to be used while under Darkside.
Both of these skills along with Darkside being turned into an off tank stance that can't be used with Grit instead of an MP drain would fix a lot of issues. There would be better MP absorbtion and better defensive capabilities. MP would be easier to be used with Dark Arts too in this way, instead of it constantly being drained by Darkside. I've mentioned before of different things that could be added to the skills that use Dark Arts, but I was also told that the things I mentioned were OP. They probably were, but did I honestly think they would ALL be considered? No, not really, but better to ask Santa for a Lambroghini and be happy that he at least brought you a Toyota Corolla, than ask for a Toyota Corolla and he bring you a Fisher Price pedal mobile.
Edit: One more change I think should also be considered is on Dark Arts. Since it already drains a substantial amount of MP. I believe (to address DRK's TP issues) it should also negate the TP cost of skills that require TP to use is used while under Dark Arts. Also, many of the effects that Dark Arts grants to skills, should have been on them in the first place and unlinked to Dark Arts. If I'm using a cooldown to make sure that I make full use a cooldown, that's an extremely limiting factor that will greatly hinder a tank. IMO, Dark Arts should be been used for exactly what I mentioned, a TP alleviation.
So skills like Dark Mind, Spit and Carve, and Dark Passenger should have just had their Dark Arts effects be stock. Also, WTH is with Abyssal Drain? Did we really need another AOE enmity skill on top of Unmend? Range skill, fine, HP drain, that should be stock considering the skill's name, but do we really need the enmity? So, here's my suggestion for changes, to list them...
Darkside - Not useable while under Grit, no MP drain (for god's sake, remove the damned aura animation) add a GCD to it like Grit.
Blood Price - Reduce damage taken by 10%, absorb the reduced damage as MP, can only be used while under Grit.
Blood Weapon - Increase damage done by 10%, absorb the increased damage as MP, can only be used while under Darkside.
Dark Arts - Adds effects to certain skills. Nullifies the TP requirements of effected skills.
Carve and Spit - 3 hits in a row with a potency of 150 each. Restores MP for each hit. (AS IT SHOULD HAVE BEEN)
Abyssal Drain - Ranged AOE around a target. 120 Potency. Absorbs 100% of damage as HP.
Dark Mind - Magic Vulnerability down 30%. (Increase the CD if you must)
Dark Passenger - 250 potency linear AOE + Blind
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