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  1. #11
    Player
    InfiniDragon's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    230
    Character
    Blake Farrence
    World
    Ultros
    Main Class
    Dark Knight Lv 80
    I've been thinking about ways to realistically change DRK for the better (aka no big rework that isn't happening until 5.0), and here are my thoughts. Would take any combination of these, all would be great but not necessarily needed:

    Bloodspiller: Increase potency so it's the clear winner of how to spend Dark Arts outside of Carve and Spit in or out of Grit, and make it absorb a portion of the damage as HP (both in and out of Grit). This would act as our version of a Clemency or Equilibrium (just because SE took Mercy Stroke out does not mean Sole Survivor is a Clemency/Equilbrium, it's still Mercy Stroke lol) but we'd have access to it without DPS loss since it's part of the rotation, so balance the HP restore accordingly.

    Dark Passenger: Add a 10% damage debuff to Dark Arts, make the Blind effect in the base version. Claire_Pendragon mentioned this also and it was my exact thought for it; it will give DRK utility, cover a hole in their defensive kit AND make DADP's high cost actually worth it.

    Sole Survivor: No longer an enemy debuff, self buff instead. Gives HP and MP back like it did when you killed a target immediately, and adds a HP steal to all attacks akin to Bloodbath (but much more potent). Basically, a way for a DRK to attempt to save themselves/help healers in the Walking Dead state, and more fitting for the name of the skill as you would be more self sufficient while active. Increase the timer of the CD to compensate as it would be a pretty strong CD, I'm thinking 3 minutes.

    The Blackest Night: 6-8 seconds on the shield (most folks agree 6 would be fair so I'll go with that), Dark Arts version shields the party.
    (2)
    Last edited by InfiniDragon; 10-13-2017 at 05:31 AM.