At the moment, the Dark Knight toolkit feels very chaotic/random and some spells/abilities are very counterproductive to each other. My goal with the major ideas I am suggesting is to ultimately synergize the DRK toolkit without taking away the uniqueness and fun of the job. This is not meant to be a buff/nerf (though it might seem that way).
Spells/Abilities:
Unleash
- Removed
Abyssal Drain
- Now acquired at level 8
- Potency decreased to 100
- Mana cost reduced to match the cost of Unleash
- Dark Arts effect remains unchanged
- Abysall Drain no longer breaks your combos
Before I go any further allow me to explain this change. While I do acknowledge that each spell can have their own advantages/disadvantages, the function of both spells are just too similar. Additionally, unleash is basically a copy of PLD flash but with damage and no blind effect. The goal is to make each tank feel like they have their own AOE ability that work differently enough but serve the same purpose. PLD = Flash, WAR = Overpower, DRK = Abyssal Drain.
Unmend
- Removed Additional Effect(Trait): 30% chance that next Unleash will cost no MP.
- Added Additional Effect: Causes your next Plunge to deal damage in an AOE equal to 50% of the damage done to the intial target. Increased enmity. Duration: 10s
This idea is to make Plunge feel more interesting while additionally preserving the Unleash animation. Basically when the Dark Knight plunges, the moment he/she lands the ground animation for Unleash will show and cause AOE damage around the target. The initial target will receive the original damage of 200 potency while each additional target will receive damage equal to 100 potency.
New Ability: Acclimation
- Acquired at level 56
- Grants the effect of Acclimation for 12 seconds. While under the effect of Acclimation, potency will be generated equal to a percentage of mana spent through spells and abilities. When the effect ends, erects a magicked barrier which nullifies damage equal to the amount of potency accumulated. Maximum potency: 1200. Cooldown: 90s
As necessary as it is to avoid homogenization, DRK should have their own method of survivability equivalent to Equilibrium and Clemency. While not a heal, Acclimation serves the same purpose in the form of a damage barrier.
Reprisal
- No longer requires a parried attack to activate
- Parried attacks will lower the current cooldown of Reprisal by 3 seconds
- Potency reduced to 170
This allows for the damage reduction provided by Reprisal to be more consistent. There is nothing wrong with RNG based gameplay. It can be fun and rewarding at times. However, when playing as a tank stabilizing the amount of damage you take provides less stress on your party's healers and allows for less surprises. Playing from the perspective of all three roles, I understand the importance of mana management as a healer and it helps when the amount of damage taken by the tank has some predictability.
Living Dead
- Living Dead component remains unchanged
- Walking Dead component reworked: While under the effect of Walking Dead, you will be brought to 5% of your maximum hp and all damage is reduced by 99%. Walking Dead Duration: 5s
This is another change that is meant to be more party/healer friendly as well as make the ability feel more reliable. In high intensity fights, Living Dead is extremely stressful on healers as they have to make sure to heal you for an amount equal to your max hp. This could force your healers to use their more mana intensive abilities just to keep you alive, and until they have reached the healing threshold they pretty much have to focus on healing you and nobody else.
New DRK exclusive debuff: Crazed
Crazed
- Targets affected by Crazed have their auto-attack speed increased by 100% while decreasing their auto-attack damage by 50%.
- Does not work on bosses and certain mobs.
Crazed increases the amount of incoming auto-attacks but decreases the amount of damage those attacks do. Potency of spells/abilities are not affected. Damage taken by the Dark Knight will mostly remain the same but allows for more opportunities to parry foes, which is one of the Dark Knight's most important form of mitigation, providing quicker reprisals and low blows.
Spells/Abilities/Traits that utilize Crazed:
Dark Passenger
- Removed Dark Arts Effect: Blind
- Replaced with Dark Arts Effect: Crazed. Duration: 10s
Dark Dance
- Removed Dark Arts Effect: Evasion
- Replaced with Dark Arts Effect: Any damage parried while under the effect of Dark Dance will apply Crazed to the parried target. Duration: 10s
Enhanced Unmend
- No longer reduces the mana cost of unleash (since unleash has been removed)
- Now causes unmend to apply the crazed debuff to the target. Duration: 10s
Evasion and Blind while useful, are completely counterproductive to DRK. Parry is your most useful defensive. As such, it is important for Dark to get as many opportunities to parry as possible.
Feedback
Please think about concepts and not numbers. Numbers can always be adjusted.
What did you think?
What did you like?
What did you not like?