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  1. #11
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Frankly, with the current Darkside, I think the two skills could be fused. First, you'd remove the 20% damage on Darkside and apply it to all base potencies, and remove the lock behind Darkside for skills like Dark Passenger, Dark Mind, etc...
    And then, when Darkside is active, all skills that are currently enhanced by Dark Arts would receive the same buffs and the mana cost.

    Thus, you wouldn't have to mash Dark Arts if you want to do a bunch of DA skills, you just keep Darkside up. And if you want to save some MP, you just just deactivate Darkside.
    (0)

  2. #12
    Player
    Aomine1992's Avatar
    Join Date
    Aug 2015
    Posts
    829
    Character
    Daiki Sejuro
    World
    Behemoth
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Reynhart View Post
    Frankly, with the current Darkside, I think the two skills could be fused. First, you'd remove the 20% damage on Darkside and apply it to all base potencies, and remove the lock behind Darkside for skills like Dark Passenger, Dark Mind, etc...
    And then, when Darkside is active, all skills that are currently enhanced by Dark Arts would receive the same buffs and the mana cost.

    Thus, you wouldn't have to mash Dark Arts if you want to do a bunch of DA skills, you just keep Darkside up. And if you want to save some MP, you just just deactivate Darkside.
    This actually isn't half bad just put it on the dps stance I like it lol..

    Currently I believe DA is hold DARK back no matter what anyone says, no other tank has to keep spamming a move that eats up a third of their resource, I still believe MP is a mess but that's a whole different topic but spamming DA just isn't fun to me at all and I love this class
    (0)

  3. #13
    Player
    Gotthilf's Avatar
    Join Date
    Feb 2018
    Posts
    4
    Character
    Xander Rhalgrson
    World
    Zodiark
    Main Class
    Warrior Lv 90
    This sounds good too.
    (0)

  4. #14
    Player
    Kreyd's Avatar
    Join Date
    Jul 2017
    Posts
    163
    Character
    Kreyd Lerival
    World
    Shiva
    Main Class
    Dark Knight Lv 100
    I think DA needs a complete overhaul, in which it does not provide pur extra dmg, but rather change the way abilities work, or provide extra healing/mitigation.

    As long as "DA=dmg" is a thing, our mana bar will be nothing more than something we wanna smack on the enemys head as fast and stupidly as possible. And every ocd ability that costs mana, will be forced to compete against DA...

    "Does is more dmg per mana than DA?"
    "Yes." -> "Spam it."
    "It's not spamable." -> "Hold in on cd."
    "It does not more dmg per mana than DA."->"Why are you wasting my time, scrub?!"

    DRK's dmg should come from their main rotation and well timed abilities, not from insta bursting on a button, once we have 2400 mana left...


    DA effects should be something you think about when and on what abilities you use it. Like increasing the healing of SE, or turning an single target into an aoe attack.
    Effects like DP, AD and DM are great and they would be used more often, if they wouldn't be a 140potency loss every time...
    (0)

  5. #15
    Player
    Trinket's Avatar
    Join Date
    Nov 2014
    Location
    Ul'dah
    Posts
    33
    Character
    Alius Arkwighte
    World
    Lamia
    Main Class
    Paladin Lv 70
    I like the idea of having DA last for 7s with a cooldown of 5-10s without fading with just one attack. This would give DRKs a window in which they can use skills buffed by DA without burningexcessive resources. Of course, I think it would also have to have its MP cost increased a bit (3000?). It would be cool ciol to have SOME skills to end the window early though like if Bloodspiller still made it fade upon execution to give it a sense of strategy.
    (0)

  6. #16
    Player
    TaiyoShikasu's Avatar
    Join Date
    Dec 2017
    Posts
    454
    Character
    Taiyo Shikasu
    World
    Behemoth
    Main Class
    Bard Lv 80
    Quote Originally Posted by MagiusNecros View Post
    I'd rather Dark Arts just last the duration and you have 10 seconds to use Dark Arts enhanced skills. Meaning one DA enhanced skill doesn't end the effect. The timer does. You have a lot more MP this way and you can spend it on skills more often. Even Dark Passenger.

    Or if it seems too OP just make Dark Arts cost more or increase the recast time.
    I was just thinking this.

    I don't know numbers or anything, but what is essentially a 10 second damage buff seems all right.
    (0)

  7. #17
    Player
    Silver_Blade's Avatar
    Join Date
    Oct 2015
    Posts
    60
    Character
    Ellder Sage
    World
    Faerie
    Main Class
    Paladin Lv 70
    There are dozens of things they could do but I think the biggest thing they need to change is not make DA just +potency
    Each DA should be a big deal and change things not just +140 potency
    For instance DA+soul eater changes it to double health recovery. Drain should heal a % by default and then DA doubles it.
    Things like that so we don't lose DPS for using TBN or drain.
    The class needs a rework from the ground up.
    It was clear from the start of 4.0 that DRK was not given much thought.
    WAR has gotten changes and overhaul complete with new skills and traits. It's DRK's turn now.
    I just hope they don't wait til 4.3 because the 4.2 changes were a middle finger to every DRK.
    (1)

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