Salt and Darkness would actually be a good idea IF it had;
(1) charges (ill explain why later) most likely 2.
(2) could be used multiple times before salted earth went away.
(possible 3rd, put it on the GCD, while having a CD)
Lets say u drop salted earth. Obviously you want to use S&D when mobs are in the AoE, but if the AoE lasts a long enough while to use... S&D 4 times~ish, then you may run into scenarios where you hold off on a use, as the boss jumps away, runs out of the AoE for 10 seconds, etc. so you actively have to decide when to press it. This is also why the charges, this way, if the ability comes off CD but the boss inst on the AoE atm, you can let the 2nd use charge up, before you unleash both on the boss (upon its return)
If this was a rather common action taken every minute, that would make DRK feel like it has more depth on its own. (not saying this is the best fix to DRKs problems. theres a lot id change, and S&D i feel is better suited for another job imo)
Dark Mind would be FUN if it had a shared CD with a Physical mitigation. (you could still make DM 30% and the physical 15% or something)
because mitigations that are limited to "dmg types" are only fun IF you actually have to choose which skill to use, and arent just ignoring a CD for the fight. (Or the boss alternates types of tank busters at random)
Blood and MP being essentially the same thing, is something thats both stupid in concept, and the UI for it it absolutely terrible. I think tie Darkside and Blood into the same guage, with the same purpose. Its solely the resource used for offense. MP should be the resource solely used for defense.
Want to use TBN? use MP. Want to spam AD in trash mob packs? put it on the GCD, and cost MP. Essentially picking between TBN and AD. (Some might not like this, as they lose an oGCD, but im adding an oGCD anyways. But they might also dislike it for another reason, as its just RI and NF, from WAR, all over again. I also thought as an alternative, is something like a stronger version of Soul Eater, which does the same dmg on the 3rd step, but heals for a larger amount, at the cost of some MP.)
DRK doesnt NEED to self heal to tank. So if someone worries about not having MP for TBN, the self healing could honestly be ignored. (though great in trash packs if AD is allowed to be spammed a bit)
As for Darkside attached to Blood, Darkside will tick away at Blood, in the same way it ticks down its own timer, or as it did in 3.0 with MP.
(1 sec, will type more, someone at my front door needs me.)


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