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  1. #30
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    The only thing DRK needs fixed in my opinion is living dead, other than that I think DRK is very well balanced. And while I can understand the desire to give drk blood for blood to make it feel more like XI's DRK, it's not appropriate for a tank to have something like that, hence why WAR's berserk isn't like their old incarnation.

    For living dead there are a couple suggestions I have.
    1. Change it to dread spikes, this was DRK's most tanky move in FFXI and I was surprised to not see it make the transition. For this they could make it 10 second duration, absorbs 100% of damage taken as HP from the enemy.

    The main problems with this is if the mob is dealing a large amount of damage to the DRK the DRK will deal absurd amounts of damage back (plasma in AS1 would deal something like 20k damage to oppressor while full healing the DRK) that is, assuming the DRK survives which is problem 2, it doesn't really work to mitigate heavy tank busters that will kill the DRK which is the main purpose of the hallowed ground type moves.

    2. Add a 3rd phase to living dead. First phase is living dead, second phase is walking dead, these 2 would be the same as they are now. The third phase would be dead rising, if the healers are successful in healing the DRK through walking dead then the DRK releases a pulse of darkness (it would look like eyes on me from Ahriman) it would be a 25y AoE that puts a 10 second debuff on all enemies reducing their damage dealt by 50% and add a refresh effect to all allies for 10 seconds. This would make up for the MP spent healing the DRK through living dead while also giving the healers a short break by reducing the damage recieved.
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    Last edited by Cabalabob; 11-01-2015 at 09:37 AM.
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