It's really a nice rework, personally I would think it would be nice if instead of having shadowbringer being 3 stacks wich is not only risky but uninteresting from an optimization point of view just keep the skill at 60s recast with 1 use or even 30s 2 charges if you want that burst and one of your main focus is get 2 dark arts during the downtime wich can be tricky depending of the combat but more easy if is only 1.
I would redirect more of the bulk of the job management to his abyss, Darkside, Scourge and MP usage with putting both blood weapon and carve and spit in a 30s recast with 2 charges each so you can adapt the resource generation smoothly in any combat.
You generate more Darkside so more upgrades on the downtime making it more visual and less of a chore in the downtime with at least Some real MP management, the burst is already busted with Shadowbringer, living shadow and the oGCD/buffs that got in to the 60/120 mark, the only inconvenient is that shield/protect effect that generate extra MP since you can't be sure you will have raid damage there so it will be inconsistent basically everytime so I suggest a revision of that skill like 30s mini shield and get the MP per shield aplicated, I would even suggest make it a MP Regen so it doesn't become a nightmare due the instant MP and be something like 5s MP Regen +1s per each player shielded to make it more controllable.
Oh and make Scourge effect at least be 24s max if you keep the 12s only but I would prefer 20s generation to a max of 60, combined with more Darksides as I suggested would be a 100% uptime buff more fun to manage with the new upgrades, making Scourge an a 180° cleave would be nice too for aoes and having another Darkside skill to alternate with scourge could be even more interesting.
In resume is nice and is such a same that the Dev team won't even care at all at the end.
Edit: i don't fully understand the purpose of extending the time of sole survivor to be honest.


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