The inherent problem with this is that you're forcing Gladiators to be yet another tank. Gladiators already have Paladin as a tank; why would they want a second, and one that feels inferior to Paladins?
Unless Gladiators receive a HUGE bonus to their MP pool, Mana Shield isn't going to be all that helpful. You can't use Flash, because it eats up your MP, which is supposed to protect you. Even then, how much protection is a full MP pool supposed to provide? At Lv50, my SMN has about 2300 MP. Let's be generous and say that Time Knight gets something similar, since I'm not stacking PIE on my SMN and Time Knight probably isn't, either. That's still only 2300 points of damage that the shield can eat before it fails. 2300 temporary HP is going to vanish in about 10 seconds against any kind of endgame boss (bit of an exaggeration, but you get my point). And worst of all, you can't control it. You can't control when that HP buffers "turns on" so you can save it for something like a Mountain Buster.
Reflect is a less useful copy of Vengence, which provides a greater damage reduction (30% vs 10%) and lasts the full 30 second duration, rather than turning off once it's absorbed an amount of damage equal to 50% of your MP pool (which is probably gonna be unhelpfully small, as I stated above). Absorb is both really powerful and unhelpful at the same time. It's essentially Hallowed Ground at half the duration, but the damage that would be dealt to you is converted into MP, which sounds nice, but you still only have a very tiny MP pool, which is going to fill up very quickly.
Why? Remember, DRK isn't the knight class that has some black magic spells. That's Mystic Knight. Dark Knight is the class that takes it's own HP in order to deal more damage. If anything, DRK's secondary class will probably be something like LNC and PGL, so they could have things like Blood for Blood and Internal Release. Those make much more sense than Blizzard II, Surecast, and Swiftcast.




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