Thanks! I don't think dark passenger or scourge on its own, or even together, would be enough to raise our damage.
Personally, I would rather they give bloodspiller a dark arts effect to deal dot damage over adding back a button or third combo, but make it more impactful than the 140 potency, maybe 400 total potency over 15 seconds? This does alot of things, it adds a complexity element to our dark arts management and rotation that people sorely miss, gives a reason to use TBN every once in awhile when you don't have enough blood but need to refresh your dot, and gives us a dot in a way that is distinctly dark knight rather than a paladin clone. Blood weapon could use an update, increasing the speed effect would be a nice way to boost our damage just by making use move at lightning speeds, a more player friendly version of this would be to cause the auto-attack to cast twice as frequently. No additional clipping, increases damage, and increases mana/blood generation. But thats just me, I think it could be fun to play.
Mitigation sub 70 is in a very sad state. Without TBN propping Dark Knight up you can feel the squish. Adding back a mitigation, in particular something physically oriented would be helpful. I generally avoid this topic because I find this partially mitigated from 60 to 69 by the use of abyssal drain in pacts, and I have not run dark knight in any content sub 60 since HW when I leveled the job, so I don't have much experience with the current leveling aspect from 30 - 60.
I would love for someone to redesign our tank stance so that it is less mitigation, but adds a damage absorb (you take 10% less damage but absorb 1/9th of the damage as HP). It works out to be 20% less damage, provided you survive the hits, but also opens some room for unique cooldowns like Shadow Skin: absorbs 1/9th of incoming damage as HP and 10% damage reduction for a set period of time. Which would work like an 20% damage reduction on top of tank stance. Would fit lore wise as well. Just my two cents.



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