Contrary to many I’m not totally against Shb DRK’s design. While it is still my least liked iteration of the job, I still find it interesting in its own way, and playing it in TEA made me appreciate its strengths to their fullest, its most important one being its flexibility both offensively and defensively, and its burst potential. Even if I liked SB and, more particularly, HW DRK better, I can’t deny that ShB DRK is more coherent with how the game works. I miss the haste effect of Blood Weapon, but I don’t think we can add it back without changing much of DRK kit, which is NOT my aim here.
While I still appreciate the current design, it’s not without its flaws, that everyone knows and has listed:
-Blood Weapon being very tight
-Living Dead
-Having a very frontloaded burst, but then nothing to do but 1-2-3 in between
-No instant self-sustain compared to other tanks (Aurora, Nascent and Equilibrium, Clemency (even with its potency loss and rotational nightmare))
-Leveling experience is not good because of TBN coming late and Stalwart Soul being even latter
EW does nothing to alleviates those problems, which is a shame. The news skills are not uninteresting, but are a bit lacking nonetheless, especially compared to what other jobs got. While oblation is not bad, it’s not great either. It is weak if we consider it as a counterpart to other tanks short cooldowns upgrades. Salt and Darkness is watever, neither good or bad functionally and good potency wise. Shadowbringer is strong but uninspired and boring, reserved to the burst window only that is already quite crowded in oGCD.
The traits are not great either. Enhanced Unmend is laughable because of how useless it’ll be, and the traits to Living Shadow are not something we will feel a lot gameplay wise.
I do however think that the Delirium change is good, because of how flexible the stack system is and making it less spammy and more in line with burst timers. Unpopular opinion, I know.
So, what to do to answer the flaws I noted before? I believe we can adjust things and answer almost all of them without changing that much things.
Proposed improvements:
(in bold, the changes)
Stalwart Soul level acquisition lowered to 58.
=> Simple, giving DRK its second AOE combo sooner would help a lot for the leveling experience.
Blood Weapon:
Grants 5 stacks of Blood Weapon, each stack Increasing Blood Gauge by 10 and Restores MP upon landing weaponskills or spells.
Effect does not stack when hitting multiple targets.
Duration: 30s
Recast: 60s
MP restauration effect: 600
=>Self-explanatory, changing Blood weapon to a stack system is a perfect answer for the problem we face with it. I would gladly take a consolidation of Skill speed and spell speed under one stat to make the spells scale as well, but that’s another discussion.
Living Dead:
Grants the effect of Living Dead. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead.
Living Dead Duration: 10s
While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 50% restored, you will not get KO’d at the end of the effect. If 50% is not restored, you will be KO'd.
Additional Effect: Increases HP recovery via healing actions on self by 20%.
Walking Dead Duration: 12s
=> With those changes, I aim to keep the idea of the skill intact, but lowering its threshold. With some changes to DRK sustain that I’ll propose, I believe it’ll be possible, at least in high level gameplay, to heal LD if we prepare for it. The extended duration is to answer the buffs of Holmgang and Bolide, a buff that I would apply to PLD’s HG as well. Finally, even after reaching the healing Threshold, the DRK would not lose the invulnerability effect till the end of the buff. The Walking Dead Buff would change color when the HP requirement is needed, to signify its resolution.
Abyssal Drain:
Deals unaspected damage with a potency of 150 to target and all enemies nearby it.
Additional Effect: Restores own HP
Cure Potency: 300
Recast: 30s
=> Straightforward, lowering its CD and augmenting its HP restoration effect would give more sustain to DRK, and give one more oGCD to press during the downtime.
Delirium:
Grants 3 stacks of Delirium, each stack allowing the execution of Quietus or Bloodspiller, restoring MP and HP when landing either weaponskill.
Duration: 10s
MP restoration effect: 200
HP restoration effect: 300
=> Simple change, more sustain.
Dark Arts Mastery: (lv 72)
Allows the accumulation of two stacks of Dark Arts.
=> This change is to encourage players to use TBN more and also make DRK even more flexible.
Enhanced The Blackest Night: (trait)
Extends the duration of The Blackest Night to 8s.
Grants Vigilante’s Will to target, gradually restoring HP over time:
Cure Potency: 400
Duration: 6s
=> This would be the trait that would replace Enhanced unmend. It’s a direct answer to other short cooldowns, insuring again more sustain to DRK and not going against the idea of wanting to make the shield to break. One more second is in line with other short CDs, and would again help with breaking it.
Darkside Mastery II: (trait, lv 88)
Reduces the Mp cost of Flood of Shadow, Edge of Shadow and The Blackest Night to 2400.
=> We do like having more MP to works with, yes? Again, this would make DRK more flexible thanks to having less costly MP spenders, so more MP in a way.
Enhanced Living Shadow (lv90):
Increases the potency of attacks dealt by your simulacrum to 300.
Upgrades Flood of Shadow executed by your simulacrum to Shadowbringer, which delivers an attack to all enemies in a straight line before it with a potency of 450 for the first enemy, and 25%less for all remaining enemies.
=> The idea is simply to fuse the two Enhanced Living Shadow traits in one, to have one more space available. It’s IMO stupid to begin with that Living Shadow buffs takes two trait spaces.
Shadowbringer (weaponskill)
Deals unaspected damage to all enemies in a straight line before you with a potency of 600 for the first enemy, and 50% less for all remaining enemies
Additional Effect: Restores MP
Can only be executed while Living Shadow is active.
Recast time: 15s (adjusted to GCD speed)
This action does not share a recast timer with any other actions
Mp restoration Effect: 600
=> This is, I think, the biggest change. Putting it on the GCD as a weaponskill would give a tiny bit more GCD diversity, which DRK needs. The idea to make it only available under Living Shadow is to actually make Esteem more impactful to the rotation, and its timer having a real utility. It’s basically a Nastrond on the GCD. It makes the 2mn oGCD burst a bit less crowded, which is good. Finally, giving it a Mp gain is to make it more impactful than just being a random weaponskill.
It’s just some changes here and there, all of them are not necessary (I think of Darkside Mastery II, that is to answer my taste of working more with our MPs, as well as Dark Arts Mastery) and I know those would not change the feel of the job that much, which is not what many people here wants.
My idea is not to propose a full rework, as we will not see one before at least 7.0. My idea is really to see how we can improve EW DRK to answer most of the glaring flaws of the job. It’s a start, something to make this iteration a bit better, I leave rework ideas to others. I don’t think either that what I propose is perfect or anything, it might even be bad; it’s just ideas to, maybe, give (hopefully better) ideas to the dev team.
I have no definite answer to completely fix the downtime between bursts, the only solution would be to add new GCDs to spice things up, or lower some cooldown to have more things to hit oGCD. Abyssal Drain is just a start and mostly to help sustain, you can do the same with Carve and Spit for exemple. Encouraging more usages of TBN is another solution, one I tried here.
The only problem that I didn’t touch directly is the relative frailty of DRK before TBN. It’s the least urgent problem of the job IMO, and adding more self-sustain to the kit like I did would still help a lot.
Finally, of course, potencies can be changed for balance purpose.
There, that was my piece to hopefully give the dev team some feedback.

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