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  1. #11
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,481
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Ok, some changes I'd make .

    Blood Price:
    Delivers an attack with a potency of 30 every time you suffer damage.
    Damage dealt by this attack is converted into MP.
    Would still generate blood.
    MP regen from it would probably still be rather lackluster but free damage is always nice, and it fits thematically.

    Dark Mind:
    10% damage reduction for 20s, 60s cooldown.
    Dark Arts effect: Grants HP regen for the duration (roughly on par with WHM regen.)
    10% DR with 33% uptime seems pretty nice, DRK could do with a decent self heal as well. Not sure it's worth losing a 30% magic damage CD for though. Maybe 15 or 20% with 90s cooldown?

    Shadow Wall:
    CD changed from 180s to 120s.
    Would just be nice, especially when compared to Sentinel and Vengeance.

    Sole Survivor:
    Marks target with status ‘Another Victim’
    A portion of damage dealt to the target is converted into HP & MP (everyone.)
    If that target should be KO'd in battle, 20% of maximum HP and MP will be restored (DRK only.)
    Gives DRK some light utility, cheaper DPS for casters and healers, plus a pseudo party heal provided in a way that's suitably *dark*.

    Bloodspiller:
    Scrap all the "Grit Potency: 475, Dark Arts+Grit Potency: 650" stuff. Why complicate matters, just give it a nice high potency, a nicer higher DA potency, and have it ignore grits penalty.
    The weird tooltip just bugs me...
    (1)
    Last edited by Jandor; 08-03-2017 at 07:25 AM.