I'm gonna largely ignore the stuff written here since a lot of it is long and drawn out when none of the Jobs besides Paladin need a major overhaul.
Dark Knight
This Job is nearly perfect as it is. The only adjustments I would personally suggest are:
1. Dark Dance - Dark Arts+Dark Dance should increase the Parry rate from 30% to something more like 60-70%, instead of increasing dodge chance.
2. Dark Passenger - Dark Arts+Dark Passenger should deal 250 potency and inflict damage reduction - effect identical to and cannot stack with Storm's Path.
3. Sole Survivor - Should tack on an additional 20% TP regeneration at the same time as the Health and Mana.
4. Delirium and Souleater - each of these should cost MP to cast, not TP. Keep them exactly as they are, just costing MP instead. Some negligible 1/8 SS MP cost or so, like ~100 MP each. It wouldn't change much as far as resources go, but would drastically stem TP problems.
5. Grit - take it off the gcd, give it a 15s recast, hike up the MP cost to be the same as Dark Arts.
6. Scourge - make a Dark Arts + Scourge that turns it from a damage-over-time skill into a TP regeneration spell - 30s duration, recovering 30-40 TP per tick.
7. Power Slash - "Increased Enmity" is an added effect while in Grit.
Warrior
Too good as-is. No reason to change it, imo, aside from:
1. Butcher's Block - "Increased Enmity" is an added effect while in Defiance.
Paladin
Drastic overhaul to stances and how they work. This is the fundamental problem with Paladin and needs to be addressed in a serious, meaningful way to actually enhance the way the class is played.
Shield Oath - same as-is - 20% mitigation, 15% less damage, increased enmity.
Sword Oath - block rate becomes 0%. 10% increased attack speed.
Take both off the gcd, buff the MP cost to 2x what it is currently, with a 15s recast.
Then comes the major overhauls.
Basic, overall changes:
1. Royal Authority - Inflict slashing debuff, identical to (and overwrites/is overwritten by) Dancing Edge and Storm's Eye - I also would suggest increasing the duration of all of these skills to 24s. Potency: 320
2. Clemency - Keep the 2s cast, on the gcd. Does not interrupt combos. Cannot be interrupted while casting. Same MP cost.
3. Divine Veil - AoE party mitigation spell that shields all party members for 10% of your maximum health.
4. Cover - 15y range - Dash to ally's side and take all incoming physical damage for them, while you remain within 5y of the target for 12s. Effect wears off if you leave the range.
Renaming:
1. Shield Swipe - [Quick Strike]
[[ Shield Oath ]]
1. Rage of Halone - Inflict Strength-down debuff. Increased enmity (5.5 multiplier). Potency: 290.
2. Quick Strike - 150 potency, 15s cooldown. Blocks reset the timer - does not require a block to use it. Each use regenerates 30 TP.
3. Shield Bash - 80 TP - 110 potency - inflict stun for 6s, stay on the gcd.
4. Sheltron - 60s cooldown, auto-block next attack. Successful block recovers [RB] MP in addition to 70 TP.
5. Bulwark - reduce cooldown to 120s. Increases block rate by 60% for 20s.
6. Fight or Flight - 90s cooldown. 30s duration. Increases physical damage dealt by 20%. Increases block strength by 10%.
7. Shield Lob - same as current effect.
[[ Sword Oath ]]
1. Rage of Halone - Inflicts Strength-down debuff. Potency: 350.
2. Quick Strike - 170 potency, 15s cooldown. Each use regenerates 50 TP.
3. Shield Bash - unusable.
4. Sheltron - 60s cooldown. Causes next weaponskill to strike for critical damage.
5. Bulwark - 120s cooldown. Increases attack speed by 10% for 20s.
6. Fight or Flight - 90s cooldown. 30s duration. Increase p-damage dealt by 30%. Increase critical hit rate by 10%.
7. Shield Lob - unusable.
Ideas, not actual serious numbers. I think this buffs PLD a bit too much, but the idea behind it is what I think is important. Sword and Shield Oath need to play differently, imo. That's what Paladin is lacking.
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