Mana Draw instead of Enliven was the first thing I suggested when the Sprint changes hit. I'd even argue Paladin could do with it...
Self heals though, are utterly pathetic. Abyssal Drain will net you 400~1,600 HP for 1~4 targets hit (spoilers, usually that's 1 target and usually it wont do 400 if you're against an Astrologian), and Grit Souleater wont heal enough for the windup on the combo... Meanwhile Clemency is in the 4,000 HP range? Plus 50% if cast on an ally... Warriors heals are stuck on cooldowns, but the important thing here is that they're burst heals... If either are in trouble, they have a fairly substantial self heal to give their healer some time... Dark Knight only gets that from Sole Survivor, but that is far from reliable... Heck, it's a massive red flag even... Oh, and Dark Knight has Tar Pit, but we don't talk about Tar Pits healing capacity... It's on a freakin' long cooldown and it heals far worse than Abyssal Drain... That skill is a bloody joke...
Additionally, I'd ideally like (and some of these are general PvE changes too);
A Cover/Clemency/Thrill of War equivalent. A skill that damages me for 20% of my overall HP, and restores 20% of my overall HP for an ally. Would stack nicely with Living Dead and maintain Dark Knights current persona...
Delirium to reduce Mind as well.
Gladiator/Lancer instead of Gladiator/Marauder for cross-class... Feint and Keen Flurry would be nice... Blood for Blood provides more DPS at a price, again maintaining the Jobs persona...
Blood Weapon/Price to have Dark Arts effects which provide HP instead of MP... Essentially a Bloodbath replacement, not too powerful...
Living Dead (but not Walking Dead) to double up as a persistent Dark Arts effect.
Tar Pit to be an Aura effect. Keep the Heavy, though reduce the duration now that Tar Pit is a status effect. Likewise, change the damage to over time. Keep the drain and maybe improve the percentage back as HP. Alternatively this could work as a Dark Arts Blood Weapon/Price effect, rather than that adjustment (but I want that adjustment for PvE, more so if you swap Marauder for Lancer).
Then you've got a tank which is all about sacrificing HP/defense for a pay-off. Even with the extra self healing, it would still be somewhat of a liability, but it's now making up for that by being able to heal allies or deal more damage. It would hopefully be a high-risk but high-reward Job when played well. When played badly it would just be an easy target. I'd rather double down on the chase/DPS aspect of Dark Knight, than build too much on the utility Paladin and Warrior has... I don't mind having no note worthy stopping power with Stun-lock, dealing damage and keeping people in their toes should be how Dark Knight achieves that... Paladin stops a healer healing, Dark Knight makes a healer heal themselves... That's the meta I'd like...


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