I will rewrite some stuff I thought on for a while again hopefully more people see it, or the right people see it and think about it.
Regarding defensives:
->TBN no longer has an MP cost. CD increased to 20 seconds, duration increased to 8 seconds. Dark Arts removed.
->Dark Mind changed to granting 10% damage reduction, with a further 10% reduction against magical. 60 sec CD. At level 82, this upgrades into Oblation, increasing the magic damage reduction to 20%, grants 2 charges, each with a CD of 45 seconds.
->Abyssal Drain removed. C&S has AoE falloff and gets a bigger animation.
New defensive:
->Sole Survivor: marks target and nearby enemies with "Another Victim" status. When surrounded by 3 or more enemies, also grants "Blood price".
"Another victim" effect: dealing damage to this unit heals the DRK who applied this mark for a potency of 250. Lasts 10 seconds.
"Blood price" effect: getting hit by any attack grants 25 MP and 1 blood. Last 10 seconds.
Regarding existing offensive attacks:
->Syphoon strike restores 1000MP and Souleater gains 15 blood.
->Darkside's damage bonus increased to 15%.
->Using Bloodspiller combos into 2 new attacks. Each attack costs 25 blood, including Bloodspiller.
Quietus removed, Bloodspiller has a new animation or the same animation but much stronger to justify having AoE falloff damage.
->Delirium works as fallows:
When landing a GCD consumes 5 seconds of Darkside. If Darkside is not active the effect is canceled and put on 10 sec CD.
If the effect is active gain 15% SkS and accelerates the rate at which the Bloodgauge fills, increasing it by 2 every quarter second.
Toggle this on or off freely.
->Living Shadow before level 100, works the same it does now. At level 100 works as fallows: ( blood cost removed )
Merge with Fray, becoming one with your inner darkness, increasing the potency of all attacks by 150 potency for 20 seconds. 120 sec CD.
Gain a much visually stronger effect of Darkside, similar to RPR's Enshourd.
->Blood Weapon removed.

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