Wanted to point out, the additional 20% from DS, and the removal of 20% from grit equates a 4% loss in damage dealt.
so making it +10% is actually making it +14%
On a side note, I always felt WAR should have been the straight up -x% tank, focused on dmg% tanking.
Then defiance and other max HP increases should have been given to DRK, instead of dmg% taken. (with minor exceptions)
by doing this, you are now left with a few other styles of tanking
**Caster/Healer tank, who relies on self healing.
**RNG tank (like evasion tank) who has a shorter Holmgang like ability, to handle TBs reliably, but only works for a single attack, and wears off. (RNG is for trash mobs and auto attacks. Ends up feeling similar to current DRKs lack of mitigation and TBN for TBs)
**hybrid, a little bit of it all, sort of what PLD is, and should be.
Also feel DRK should have had something similar to how monk works in WoW, where they lower dmg taken by 30% for 10s. There is no CD for this ability, the moment u pop it, u can pop it again.
The reason for this, is that there is a cost to using this ability. You gain a debuff, which states for 5mins the ability no longer mitigates dmg the next time u trigger it, but instead, the next time you use this ability, you take 30% of your max HP in damage.
You can use another ability to make it stack with the prior debuff, changing it to -60% of your max hp, but allows you to use the CDs mitigation again. (This is where the real CD is, 2mins)
You can repeat this to a max of 5 charges. as 4 charges is enough to kill you, but with enough shields, maybe you'll survive.
Pop living dead, and then you can pop your CD and remove all stacks, refreshing the CDs usage.
Also, i'd like an ability to remove the stacks directly, though i havnt thought that far into it.
(and yes, Dark Side should have been -1% hp drain, and Grit should have let all auto attacks heal a small amount of the dmg dealt)
WAR should also have focused solely on using actions that always target the opponent, like inner beast maim, storms path, storms eye, and holmgang, which requiring hitting the opponent to gain a positive effect.
Oh yeah, with current DRK, DP should have the blind backed in, with DA giving all enemies hit with a -5% dmg dealt debuff, to counter WARs new party shield, but not surpass TBNs possibility of being used for single target.
EDIT:
Some minor things Id want to mention about;
You only need to change mp cost, or change potency, doing both is unnessisary. DA is 140 potency, so DP being 150 potency is already a DPS increase in every situation. Lowering the MP cost too is a bit much. (I think it shoul dbe an MP cost reduction, so we're using DP ffor the blind, more than the DPS, since we lack filler mitigation atm)
Id make its 20% magic by default, and then DA adds an additional -10% of all dmg sources, going to -30% magic, and -10% physical. then we stack it with reprisal, and its a rampart when when we must have one.
personally rather it extend by 5 seconds, to fill in gaps of mitigation, instead of the refresh effect. the reduction in time i have no issue with either.
THIS, right here. There is no reason to use plunge instead of just running up to the enemy, other than for its dps increase. its range is too awful, and the animation lock takes just as long as it would to walk up to the enemy. it also doesnt trigger far enough away. if it were further by even as small as 5 yalms, then it would be an actual gap closer. (though it should be 25 yalms)
Thats technically a life steal for only 36% less. It would have to be lowered by more than half, to actually get a life steal thats 50% of a grit soul eater.
Since DS is adding a 24% dmg increase, that would add to how much it heals for.



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