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  1. #11
    Player
    MauvaisOeil's Avatar
    Join Date
    Mar 2017
    Posts
    297
    Character
    Jaghatai Dotharl
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Xenosan View Post
    For DPS, the first task at hand is to alleviate the pernicious potency tax from Actions.

    In 3.0 there was that exploit where you could double-dip in DA bonus effects from a singe Dark Arts by double-weaving DA>Ability>SE/PS/etc.

    Well, the double-weaving is mandatory now. So to start, make that old bug a feature. Remove the 'consumes Dark Arts' aspect from Dark Mind, Dark Passenger, and Carve and Spit.

    There is still the MP management aspect to using these skills (even if DP had a lower cost). There's still a recast timer on all them. So there's still CD + resource alignment and double weave stress to all of the them. That is enough.



    If a GCD ability consumes Dark Arts, then Dark Arts should raise that GCD's potency. Power Slash and Abyssal Drain should have their damage increased by Dark Arts same as the other actions. Their utility effects of HP Absorb and Bonus Enmity should be genuine Added Effects gated behind Dark Arts (I would want the same for Souleater's HP absorb).

    These changes won't go too far, but its a logical start. This is potential potencies that already exist in the kit, but they're getting pissed away.

    The real value isn't just for these present skills either. This establishes a rule for all future Ability/Spell/Weaponskill Dark Arts Effects where there won't be a -140 potency caveat left hidden and unsaid in every DA'able Action's tooltip.
    That's irrelevant to the "charge system" DA is, and it's really unappealing. Double weaving is already a problem during Blood Weapon, making it mandatory won't fix the issue except allowing the use of DA/DM before a DA weapon skill, which will still cost 1/3rd of the MP bar and force us to consume an other 3rd for a mandatory TBN to survive a TB. It will "fix" the cost of DA/DM the clunkiest way possible.
    On the offensive side, only two other oGCd are here and they are on a 30s and 1min cooldown.

    Franky I don't get how people can still call out this bug as "good ol' times" while it was fast fixed and not interesting at all. It allowed a few tricks adding a few potency if you weaved it right, but it's just a weak skill ceiling overall.
    (1)
    Last edited by MauvaisOeil; 10-26-2017 at 04:17 AM.