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  1. #1
    Player
    Roxus's Avatar
    Join Date
    Apr 2012
    Location
    Shirogane
    Posts
    181
    Character
    Ryuuko Souha
    World
    Jenova
    Main Class
    Samurai Lv 90

    Some DRK changes just for fun

    Personally I only have two issues with DRK:
    -TP
    -Living Dead

    Everything else is pretty much okay. MP management is ridiculously easy and rather boring in my opinion. Anyways, I had time to burn since the servers went down for emergency maintenance and just thought up some random ideas for potential changes. I also don't expect them to take all the changes (not that they would use any of them anyways). I've cleared everything this game has to offer so far and I just feel very inactive when I tank as a DRK as opposed to something like WAR. Maybe its just animations.


    Living Dead: Grants the effect of Living Dead. Living Dead stores all damage taken, which is displayed as [Blood Shield].
    When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead.
    Living Dead Duration: 10s
    While under the effect of Walking Dead, most attacks will be absorbed by the [Blood Shield] bar, up to the user's maximum HP.
    If damage was not taken for the duration of Walking Dead, restore health equal to 50% of the [Blood Shield] bar.
    Walking Dead Duration: 7s
    Note: If you do not receive the Walking Dead status due to having your HP reduced to 0 (Aka you didn't die), you get the health restore.

    Grit: No longer under GCD. Recast 5s

    Sole Survivor:
    Marks a party member with Sole Survivor. Damage they receive is absorbed as 5% HP of your max HP for the duration.
    Sole Survivor duration: 15s
    Dark Arts effect: Takes all magical damage intended for another party member for 5s
    Dark Arts fades upon execution.

    Blood Price:
    Dark Arts effect: MP refresh (66%) 20s

    Shadow Wall:
    Dark Arts effect: Shortens the cooldown of the next Shadowskin to 60s, doubles the MP cost of Darkside for the duration of Shadow Wall.
    Dark Arts fades upon execution.

    Reprisal (CD changed to 40s):
    Dark Arts effect: Grants the ability to cast Reprisal without a parry
    Dark Arts fades upon execution.

    Salted Earth:
    Dark Arts effect: Taunts all mobs inside for 10s
    Dark Arts fades upon execution.

    Plunge:
    Dark Arts effect: Reset the next Plunge recast timer.
    Dart Arts fades upon execution.

    [Dark Passenger] changed to [Pathfinder]:
    MP cost: 15% CD: 120s
    The next buff used will instead be consumed to grant [Dark Arts] for 10s. Dark Arts will not fade until the duration is over.

    Blood Weapon:
    Dark Arts effect: Allows the use under the effect of Grit. Effect changed to converts physical damage dealt into TP.
    Duration: 15s
    Dark Arts fades upon execution.

    [Enhanced Unmend]: Changed to Grants a 30% chance that after casting Unmend your next ability will require no MP
    [Hasty Reprisal] trait changed to [Pathwalker]: Dark Arts increases Darkside's damage increase to 20% while under the effect of Dark Arts.
    [Lower Blows] trait changed to [Revenge]: 30% chance that the next parry will reset the recast timer of Reprisal.

    Disclaimer: I don't know jack shit about numbers so durations and values might be off. Obviously without proper testing things can seem overpowered on paper or even underpowered, these are just ideas while I was bored and wanted to share. I just really don't like running out of TP and having nothing to restore it.
    (0)
    Last edited by Roxus; 07-15-2015 at 02:23 PM.

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