
Originally Posted by
Chrono_Rising
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The one difficulty with this approach is that we use MP for a lot more things than we do Blood (i.e. to power defensive cooldowns as well as attacks).

Originally Posted by
TouchandFeel
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Blood Weapon gives you about 2.5 DA and 36 blood. Delirium, if you get the full window, adds about 2.3 DA and 18 blood. You'll also generate 1.5-2 DA in the window from Syphon Strike, and 30-40 blood from SE. In total, this is about 4.3-4.8 DA and 84-94 blood.
With your 'Delirium Echoes', you'll probably see about 10 GCDs in the window, with about 6-8 DA uses. In an ideal situation, you'd gain about 3-4 DA uses and perhaps an extra one for the road. You'd probably need to find a way to add in something related to blood usage, however, and there's the worry that making MP usage more efficient in the window could lead to overcapping.
I like Xenosan's interpretation here, where the DA effect doesn't necessarily carry through, but simply isn't immediately consumed. I think if they made it so that the DA effect dissipates at the end of the GCD rather than on GCD activation, you'd be able to activate it for both a GCD and follow-up oGCD without worrying about double-weaving.

Originally Posted by
SyzzleSpark
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I think if the goal is more burst, then the focus should be on redesigning our buff windows (BW/BP/Delirium) so that they have greater synergy with raid buffs. Every buff recast should be a multiple of 30 seconds. Otherwise, your second window just about misses the second TA, your third wanders into Brotherhood, and then you meet up with everyone on your fourth.
I like your suggested changes. I think that MP recovery on Bloodspiller and Blood generation on DA are essential changes (with the caveat that DA's blood generation doesn't work outside of combat). I'm not sure what the potency should be without testing, but Bloodspiller needs to come up more often, to keep the rotation feeling more varied.
The C+S and DP changes are good, keeping with the theme of sword actions using blood and spells using MP. Under such a system, though I wonder if it would make sense to give HS a DA potency option as well, since the only oGCD left over that could consume it would be DM.
The one issue that I have with your Delirum change is that it would only sync up with raid buffs every third Delirium (i.e. every 4 minutes). I think it's fine at two minutes, so long as you keep BW and BP's recasts at a multiple of 30 instead of 40. We haven't talked much about BP, but I do think that it needs a flat MP regen built in at the very least to offset the lower resource generation when single target tanking.
Lastly, Plunge needs to be 20y at the very least to bring it in line with all the other gap closers, especially with all of the longer distance knockbacks that we're seeing (i.e. Vacuum Wave/Double Attack). In all regards, it feels worse than Onslaught, with it's longer range, shorter animation, half recast, and enmity generation, especially when being the "mobile tank" was originally our shtick. Better yet, make it 25y to compensate for the slower recast and lack of enmity generation.

Originally Posted by
InfiniDragon
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Click for Lv.70 Spoilers:
"In your darkest hour, in the blackest night... think of me... and I will be with you. Always."
The line itself doesn't actually gain any lore significance until you've seen certain level 60+ plot events, and you're hit in the gut with who is shielding you. There isn't really any way this action could be granted prior to a level 60 job quest. There's actually an excellent write-up of this floating around reddit.
I think the easier solution to all this is: don't make TBN the be all and end all of DRK's defense. Even if you set LD's recast at 180 seconds and SW at 120 (or, you can use Syz's 5 second recast reduction per DA use, which amounts to roughly the same thing on SW.) You can do both of these things and still have a weaker free cooldown set than a level 50 WAR. Also, we're seeing shorter invuln recasts favouring (and pretty much shoehorning in) WAR on fights like V4S for Dualcast T3/Delta Attack, so recast reductions strike me as fairly important in achieving parity.
I think the other problem is that our cooldown kit is too reliant on DM to appear passable. I would rather see defensive value placed on BP as a 'weak' defensive, (i.e. Bulwark/RI). The DA DM effect is a bit superfluous, and I'd rather see it replaced with a flat cooldown (i.e 20%) that does something nice like absorb MP when you get hit by a spell. It basically tries to occupy the same niche that TBN does now, but does a worse job of it.
Lastly, we've talked in a few places about a Sole Survivor rework, and I feel that setting it up as a HP/MP/blood leech ability over time would be nice. In fact, if it were setup so that the amount drained depended on the amount of damage that you've taken (i.e. an inverse Spirits Within/Upheaval), then it would actually make Living Dead a bit more bearable, especially in the absence of a 'Minus Strike' action type.