Like what? I suggested a few suggestions that are wholly different from PLD/WAR and actually work like a DRK would with the XIV spin that they use their MP instead of HP. Stronger MP restoration as well as MP over time, better manipulation of the Bloodgauge, and getting off the need for 'utility', when DRKs have never been known for that.
Their entire playstyle is all about themselves and the raw, devastating damage they can deal. Or, in XIV's case, using it to shore up their defenses. Neither PLD nor WAR does this. Unless Sole Survivor was a massive debuff on everything in combat that drained health/MP from enemies and restored it to party members with a DA effect to drastically make it stronger (from, say 1% to 3% HP & MP/server tick), you'd want so many ticks out of it for it to eventually be MP neutral to MP positive. Drop the CD to 60s. Since we're so CD starved. And when we're out, we're incredibly vulnerable. This is where burning our MP for defense would really make that shine with abilities that aren't really tank skills, but can get the job done, see Abyssal Drain. I would have liked to have seen a Bloodgauge move that worked defensively. It'd make Dark Arts more than just something you mindlessly hit for deeps.
They could even make being in/out of Grit unique in this manner since they don't have a secondary stance like WAR or PLD. Cull some useless abilities/roll them into one another like Blood Price/Blood Weapon so that you only see the one depending on your stance or lack thereof.
I'd like to see Shadowskin return in the form of some kind of Drain Spikes to compliment what Blood Price does, except for HP. Using my idea of Dark Passengers Soul Consumption, that'd make for some interesting AoE capabilities since AD is pretty weak sauce unless you're 5+ targets.
We have a strong framework of skills that just need to be pushed a little harder. The MP to offense/defense just isn't there. When we unleash (no, not the skill), we tear something a new one. Twelve help whatever it is if it's a boss. We don't have to be gods at everything. I'm fine with a minor adjustment to our AoE, but absolutely not with bosses. We need more.
Dark Mind is a good candidate for what could be changed. Magic Damage was heavy in Alexander, only to cater to the new tank job. Now it's kind of underwhelming and way too niche. You won't know that you needed it until you've experienced the fight and know that it's magical damage. It needs to do something else. Refresh/Regen effect, enhance another ability, whatever. In my perfect world of DRKs, Dark Mind would be the ultimate form of Dark Arts. You give into your Dark Mind, and fully succumb to your Darkside. 50 additional potency to all your attacks for 15 seconds. on a 120s CD. Remove the need for DA. Can only be executed after you've used Dark Passenger. If the attack would increase enmity, add a .5 multiplier to its threat generation.
Souleater combo:
Syphon Strike should have it's DA effect baseline.
Souleater should heal for for at least 2.5x's the damage dealt under DA. Souleater should be our answer for for sustain.
Power Slash combo:
Hard Slash potency should be 280 baseline.
Power Slash potency should be 320 baseline with a DA effect of massively increased enmity and a potency of 360.
Bloodspiller looks like it's 110 potency different between being in Grit and outside of it. If this is true, that looks like a 1.2% damage difference. This move should be what brings home the bread. It should also heal given the gauge cost. It needs to be more than damage. If Quietus is our MP restore for AoE, Bloodspiller should be a stronger Souleater at a heavy cost of not only our Bloodgauge but DA as well.


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