A few ideas I kept thinking upon:
->Dark Mind reduces damage taken by 10%, and converts all shielding received into healing, with a 15% bonus.60 sec CD, 10 sec duration
->TBN loses its MP cost.
If broken, the next Edge/flood heals for potency equal to damage dealt. TBN doesn't grant a free Edge/Flood , instead it buffs them as mentioned to grant healing.
->Enhanced Unmend & Plunge. Grants 10 blood on each Plunge. So it buffs both Unmend and Plunge.
->Living Dead lasts 5 seconds. Walking Dead lasts 15 seconds. You do not lose the invulnerability if healed to full, nor do you lose HP while in Walking Dead.
->Blood Weapon should be on 5 stacks, 2nd AoE button at a lower lvl and Dark Missionary at 70, but these are common place.
These would solve:
->TBN not being tied to damage, allowing more uses, granting some ( still weaker sustain than the other tanks) HP recovery, which can be used in dungeons, while reducing button bloat.
->Edge/Flood allow you to recover HP when desired, acting as on demand healing too if needed. Dark Arts used on Flood of Shadow will help massively in dungeons or AoE sustain.
->Dark Mind acts as a helper for Living Dead, giving you the chance to help with its healing, helping shield healers deal with it, and a bit of damage reduction. More versatility allowing TBN to be a heal if needed instead of a shield.
-> The 10 blood out of combat trait on Plunge is allowing you not to waste 600 mp on Hard Slash pulling with Blood Weapon, ensuring Living Shadow on the 3rd GCD.
What to do with Abyssal Drain and Delirium?
You could have a combo that normally consumes blood ( 25 each action? ), but you can use it for free under Delirum.
Abyssal Drain could just deal slightly more damage ( damage gain on 3 enemies) and instead of heal, marks enemies for 30 seconds. If they die you gain 10% HP, 600 MP per enemy.

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