Okay, let's get started
1) First of all, the notion of anything being an "Oh S***" button is wrong as should be avoided. All skills should have its use planned and doing this bypasses the "unresponsiveness" of Hallowed, Living Dead and Holmgang. Secondly, I completely understand the sentiment of LD feeling bland and underpowered, but the reality is, in ORGANISED content, it is one of the best tank immunity skills, upwards of 20s of healing not required, for the price of a healer cooldown which would have to be used for Holmgang also (having a 6s window max). With the "Dead Spikes" skill you propose, that is more powerful than Hallowed, so therefore would need a longer cooldown or a shorter duration (6s Duration with 7m cooldown or 10s Duration with 8-10m cooldown)
2) I agree with you when it comes to keeping up Scourge, I would always forget myself, and yes it would do good to break up the monotony of the SE spam. However, scourge would need to get a significant nerf (from 500pot down to about 350-400 at most) and then other skills would have to be nerfed also so DRK doesn't become overpowered in DPS.
3) Abyssal Drain and Unleash share different purposes. Character centered, Circular AoE's are the best for hitting mobs, while tanking especially, as you don't have to worry about the mob's size (targeted AoE's expand from the center of the enemy) and it's much easier to position. And idk about you, but I always find that Abyssal Drain is lacking when it comes to hitting all mobs when initiating with the trash packs because they can be too spread out, while unleash you just run to middle and it's done.
4) Agreed on this point.
5) Doing this would make more Dark Arts double weaving with skills unless the DA effects were removed. And these skills would have to be nerfed in potency also, the only reason they are as high as they are is because they are GCD locked.
6) While yes, I agree DRK needs more CD's, this is the wrong way to do it. Role skills are meant to be equal for all in the role, so one class doesn't have more/less utility than the others, and the lack of damage is meant to make you think of where to use them and not just use them on cooldown for the damage.
7) 90s is INSANE, have you seen rampart? an already good skill? But I will agree it needs the CD lowered to either 120s or 150s
8) The proposed skill is too strong. 10% mitigation on 60s CD is pretty good itself (hence why Dark Mind and Sheltron are absolutely busted). But reflecting 10% of the damage is unreasonable. It would have to work more like Vengeance, hitting back with a set potency rather than 10% of the damage. So something like
Whiplash: Reduces damage by magic attacks by 10%. Additional Effect: Launches magic attack of 50 potency back to target. Duration 10s. Cooldown 60s.
But I myself would rather Dark Mind becoming all damage and not just magic. 10% base and 20% on DA.
Having tanks specialize on one type of damage was an idiotic decision on SE's part, you saw what happened to PLD in Gordias, which they corrected with blocking magic and physical damage. To fix DRK's lack of cooldowns and also fixing the magic separation, the Dark Mind change proposed would likely be best.

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