Have been putzing around with DRK and have been looking at their abilities and rotations to get a feel of what I was getting into. I'll lend this thread my support since I do see some issues looming in the horizon.
Here's a suggestion for this skill:
- Living Dead: Everyone has their own personal fix for this ability. What I'd do is change it so that popping Living Dead puts the Living Dead status on you. While under the effects of Living Dead, you get a second HP bar set to your max HP that will decrease as you take damage (your "real" HP bar is unaffected by damage taken). The second HP bar is not affected by heals and instead heals will go to your "real" HP bar. The caveat is that your "real" HP has to be higher than 80% by the time Living Dead wears off (i.e after the 10 second duration or your second HP bar hitting 0). If it is, then you go back to normal. If not, you die. This removes the bullshit aspect of Living Dead and gives healers breathing room during "oh shit" situations.
I like this idea.Delirium: It's okay... But I feel like it's a little underwhelming for a combo finisher. Maybe add a damage buff of 10% or so similar to maim? Or have it restore the same amount MP as Siphon strike so it could be an MP return combo(and not be useless when a monk is around).
Dark Arts would have to be redesigned as a resource to be used more often or being a greater aspect of DRK gameplay. It wouldn't be a bad choice, since it already smells like a resource and serves a purpose eerily similar to that of a resource.Dark Arts: MP cost is steep, but that's okay, it makes you be more aware when playing Dark knight. As you can see above, I think it should be more active in Dark knight's kit. It's the main gimmick of the job, and I feel like it isn't used enough.



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