ummm.... ok....
I'll bite.
This would be a nightmare to play. Just the shear amount of "torment gauge" I need to use the skills that use it numbers in the 400's That means I would need to spam the torment gains like crazy to even get close to a semblance of a rotation. Now this is a mere observation and is more a personal problem rather then a wide spread issue.
Let's move on.
Unholy Light (if i'm understanding this right) would straight up nearly DELETE a tank if used during a raid wide AOE. Average raidwide does anywhere from 30-40k damage if unmitigated...averaged amount.
35k * 7 party members = 245,000 damage or 5,250HP per party member to be "absorbed".
15% absorb "cover" = 36,750 HP total absorbed by party raid wide.
36,750 + 35,000 (tanks hit) = 71,750 total HP lost to the DRK with this defensive utility. I would NEVER use this skill when reprisal is hands down better for healer resources, and I won't get killed by an auto following the raid wide.
Reprisal 10% damage mitigation for entire party.
35,000 HP per party member - 10% = 31,500 HP lost per party member
I stay above 50% HP rather then go to <20% HP. This is why Cover is never used.....it can sometimes kill you. And the healer doesn't have to focus you spending more MP to keep you alive AND then heal the party. (while I do think tanks need to be hit harder...but this is just masochistic levels of "I need a challenge")
This job has not one...not two...but 3 different forms of resources to manage.
HP - Used to provide defensive cooldowns
MP - Used on a "TBN"
Torment - Used on virtually everything in the kit.
I understand what you're trying to do with sacrifice HP to deal damage or protect yourself. But this would never fly in a savage setting. While healers would be able to circumvent this quite easily, but I highly doubt there MP would hold out as they have more to do then watch as your HP goes wildly back and forth. This would be...annoying.
There is NO MP regen available on the job and the current rate of most DRK's MP regen I think is 300mp/3 sec. Which this would be 30 seconds just to cast the TBN clone once, which gives me the ability to use a hard hitting AOE with damage drop off, and it also costs 50 gauge. Of which I need to go through two 1-2-3 rotations to get 50 gauge, which would take 15 seconds with a 2.5 sks, but I have to wait an additional 15 seconds until I have enough MP to cast the "tbn" clone.
I get the idea...but this is why it's hard to design a job, and they spend close to nearly a year or year and a half designing these jobs that ALSO have to interact with other jobs in the game.
This also basically feels like RPR.
Keep at it and don't give up. Sometimes the dev's listen.


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