I think we can all agree that DRK has a bit of an identity crisis. It can't be helped, after all. Our SE overlords can't seem to decide what they want from us, either.
"You get MP for getting hit!" They give our oGCD AoE a blind.
"You want to parry for more skills!" Our parry buff gives us evasion.
"You're a tank and should be able to cheat death once every 5 minutes!" They give our "Ult" an instant-death penalty only the healer can prevent. Do not pass go. Do not collect $200. YER DED, SON!
On top of it all, our main "gimmick", careful MP management and preparation, is often seen as clunky, cumbersome, or too high of a skill floor.
They are in no way to be taken as actual suggestions, or anything I demand from our SE overlords... just thoughts I've had to... "modify" the job in a way that we're not so... confused. Bring some discussion for others with similar silly thoughts. No wild and crazy skills to add in 4.0. No crazy mechanic overhauls or the like. Nothing to be seriously considered as a de-facto change or anything. Just some things going through the head of some nobody on a lazy Monday.
So with the introduction out of the way, I present to you: Half-baked Thoughts of a Filthy Casual DRK.
Elephant in the room: Living Dead. You suck. You actively kill us. Your SOLE benefit relies COMPLETELY on the HEALER. You have almost twice the cooldown of Holmgang which does the darn near the same effect. To top it all off, you don't even DO anything unless we ACTUALLY die within 0 seconds.
At least Holmgang can be used to ignore pushback mechanics and pulls. At least hallowed ground actually... well.. makes you immune to damage. These are immediate effects. My idea for Living Dead would be something akin to:
"Grant Immunity to stun, sleep, bind, knockback, and draw-in effects. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will be changed to Walking Dead.
Living Dead duration: 10s
Walking Dead: While under the effects of Walking Dead become incapacitated and unable to act and reduce Healing received from magical sources by 100%, however, most attacks will not lower your HP below 1. Instead, damage received in this state will instead heal you for an equal amount.
Walking Dead duration: 10s"
While the "fetter-ward" effect I feel is a bit much, I still dislike the idea of my "ultimate" skill doing nothing unless I die. How dare I have a half decent healer.
Other than Living Dead, everything else would be simple changes. I suppose Dark Passenger would be the next weird one to change.
For Dark Passenger, all I'd want is for it is some synergy with myself. my first thought would be simply exchange the Blind effect from Dark Arts to "Increased Emnity". It would be a very costly emnity skill, but it would turn it into a 250 AoE emnity potency skill on a 30 second cooldown. something similar to say... Steel cyclone maybe.
The only other idea i could think of that would make sense would give it Storm's Path damage debuff, but that seems a bit much to me...
Dark Dance would be extremely simple. Give it the same treatment of another skill we already get: Dark Mind.
We get the 30% parry effect, dark arts doubles it. give us 60% parry for 20 seconds. it does ALOT for us and we don't have a "Sheltron" for parry. So give us MOAR!
The last thing I thought about was Carve and Spit. I know! One of our better skills! and with a dual purpose! This one I actually don't mind leaving alone either! But I was thinking... why not make it more accessible? It would certainly help our MP generation. Then again, it might become way too powerful. My only thought would be to make it a 30s Cooldown, but drop the Dark Arts potency down to say... 300?
Again... nothing to take TOO seriously. I'm just a filthy casual. Food for thought maybe? Anyone else with some poorly thought out ideas for what we already have?