This actually sounds like a pretty interesting deal. The caveat to this is that, analogous to WAR, Grit's activation cost should be half of your present MP total. I'll also gladly accept your proposed oGCD MP restoration ability that gives 4920 MP on demand and has a 60 second recast, where the recast is shortened by 5 seconds for every Bloodspiller used. I'll even let you keep the oGCD stance swap, because I'm such a nice and friendly rabbit without ulterior motives.
DRK has had the most severe stance dancing penalty of any tank for the past two years. Grit is GCD and costs a flat 18% or so of your MP, and you only recover MP on your second combo hit. If you don't have the required MP for Grit, you're locked out. Under your system, any swap done at less than 36% Max MP is a strict dps gain over the present system, and if you stance dance less than once per minute, simply having access to an Infuriate equivalent makes the change a strict net gain at any MP level. I'm sure that any DRKs looking at this have probably figured out the workaround. Juggling and manipulating resources is on DRK is a bit of an art-form, you see. A... Dark Art, if you will.
I'll also accept your proposed change to Plunge, of course assuming that it offers the same potency per unit cost as the WAR equivalent. Bloodspiller is 191 potency for 50 blood outside of Grit (3.82 potency/blood) and 172 potency for 50 blood in Grit (3.44 potency/blood). At your suggested equivalency rate, this new 15 second recast gap closer is 5 potency/blood, which is still a strict dps gain over Bloodspiller. It's kind of funny to see the WAR forum community here collectively dismiss a utility move that, even without being under the effects of Berserk and/or Inner Release, is still more potency efficient than DRK's signature 'high damage' move.
An on-demand gap closer is worth its weight in gold. SAM has a very similar deal to what WAR does in this regard (they also have a gap extender that works on the same concept, I kind of want this too. Yes? Yes.). I'm yet to see some actual complaints from the SAM community from this, but I think that's due to the fact that most melee dps players have a far, far better understanding of the importance of uptime than your average tank. Studying exceptional tanks only teaches you so much. Study exceptional melee dps to really learn how to push your gameplay as a tank. So many ways to put these sort of tools to use.
I sometimes wonder if newly-minted WAR mains were taught any sort of resource management in HW. Back in my day, dropping Defiance cost you all of your resource gauge. Sometimes when you make suggestions about a job that you aren't quite knowledgeable about, intended "nerfs" end up being buffs, especially when said job is both relatively underpowered and relatively complex. Oh, and by the way, if you want tanks to be unable to heal outside of tank stance, you're also going to have to remove the lifesteal from Storm's Path and lock Thrill of Battle behind Defiance as well. Sorry about that.



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