Quote Originally Posted by Shurrikhan View Post
I can't tell what you're going for here.

MP is already, for all intents and purposes, DRK's primary job gauge. It has the most generators and is spent from the earliest level of any gauge. As such...
  • Why would it help to switch our MP-spender(-and-Darkside-generator) into a Darkside- or Blood-spender?
  • Likewise, how does it help to swap the level at which we get our 3.33-charge, frequently-available AoE oGCD (Flood) with our single-charge 60s-CD AoE oGCD that interacts with no other manipulable resource (Abyssal Drain)?


If this is related at all to the suggested Edge change, again, I'm not seeing the benefit. Making Edge part of a Blood-spending combo just replaces what are currently two actions (our offensive ST MP spender and, separately, our ST Blood spender) with a single action that just takes 2 button-presses to complete.


Why would Enmity combos "have to come back," though?
What I'm trying to go for is more variety in the GCD rotation... especially in the early levels so that some players are less tempted to buy progression skip items from the mogstation but let's be real here, they're gonna do it anyway...

But Abyssal Drain would be a GCD that costs 3k MP, instead of 60 sec cooldown, when you first get it, and Flood of Darkness/Shadow would be the combo ender for that, nd yes I would make sure the AoE MP burst spender do just as much as the single target job gauge spender, and I have to say job gauge to clarify what resource should be used...

Job gauge is single target Combo that restores HP and MP, and MP Spender combo is AoE that is just as strong in single target as it is in single target(DPS neutral in single target DPS gain in AoE) that Restore HP and generates job gauge if this explaination is easier and better to understand...

Darkside needs its own re-work though...

As for the enmity combo question; people still don't how to turn on/off tank stance, don't know how Shirk works, and don't know how Provoke works... their are also fights that are designed with tank swaps that also auto-attack 2 players and still use the enmity list to determine where autos go for some reason... I am not joking...