Not sure I agree with this. The main issue with Delirium is that it's a waste of space because DK supercedes it in utility(MNK benefits from the blunt resist down on top of the magic mitigation via INT down). If you want to create equal footing between the two, it'd probably be better to move the Blunt Resist Down effect to Demolish and keep the INT Down on DK and go from there.
I could sort of agree with this, except one of the bigger flaws with Reprisal is your lack of direct control over it. Which means praying for a parry to proc, since you don't have any skills that guarantee a proc the way PLD has Sheltron. Of course, direct control would probably call for removing the damage component entirely and changing the ability to be sort of like Virus.Reprisal has a lower uptime because it's ogcd and costs us nothing to use. SP is on combo, can only be used every second combo, and is a dps loss. You'll probably end up mitigating more raid-wide damage on average with reprisal than your WAR will with SP, simply because they generally won't put SP up unless they absolutely have to. Which is fine: SP is targeted raid-wide mitigation, while reprisal lowers raid-wide damage on average.
I suppose the only real issue with reprisal is that it doesn't help you much on a boss with magic-based autos. But you can't have everything.
I'll just go ahead and pimp two skills I suggested in another thread:Shadow Wall may be a bit underwhelming, but this reflects the fact that we have DM covering the same niche in fights with magical tankbusters. It would be nice to see it do something unique though, given how flashy the animation is in relation to the skill itself.
38 Umbral Shield - You recover some HP every time you take damage. Duration: 15s. Cure Potency: 300. Cooldown: 90s.
42 Dread Spike - Convert damage taken from the next attack into HP. The healed amount cannot be greater than 20% of your max HP. Duration: 10s. Cooldown: 30s.
The former applies a heal every time you take damage. The latter entirely negates the next attack to turn it into a heal, but caps at 20% of your max HP. Either or would work as a unique style of mitigation for DRK, I think.
PLD doesn't really need a Dark Mind-style cooldown, though. Our cooldowns work on all types of damage (barring Bulwark, but we all agree Bulwark needs a rework bad), so it's not really needed. Speaking as a PLD, I wouldn't mind seeing DRK get a guaranteed parry skill akin to Sheltron.Having a guaranteed parry move would be nice, but isn't really necessary. The standard ARR PLD rotation suffices in most physical fights, as most fights with 30s interval tankbusters give you a rest period after at least 4 of them. Also, you'd have to give the PLDs a DM equivalent to make them feel happy about it.



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