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  1. #36
    Player
    MiniPrinny's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    448
    Character
    Sakura Yukimoto
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    Because, I, like most DRKs want changes, here's my wish list:

    Buffed Action: The Blackest Night: Additional effect added: Restores 1,200 MP if the shield dissipates naturally. Now lasts 8s. Recast increased to 18s.
    TBN has always bugged me with the server ticks and latency. Increasing its duration and recast is a good fix to get around the technical issues. Additionally, restoring part of the cost should the ability fail for whatever reason, looking at you, healers... is for the best. The MP restoration also eases the high learning curve of this move.

    "New" Action: Scourge: Delivers an attack with a potency of 100. Additional effect: damage over time, 40 potency, 30s. Additional effect: increases the target's vulnerability to magic damage by 5% for 30s.
    DRK desperately needs utility and damage. This would give them some of both while opening up more compositions in the meta.

    Revised Action: Dark Passenger: Potency increased to 150. Dark Arts potency increased to 280. Dark Arts effect changed: Lowers damage dealt by all targets by 5% for 10s.
    This is purely to fix dark passenger. It's obvious they don't want it used often for single target, but let's be honest, Dark Passenger/Souleater is the big DRK move. No one should not use this on cooldown. Changing the blind to flat damage reduction just fits in better with the game as it is and sures up lower level mitigation on trash.

    Revised Action: Soul Survivor: Additional effect added: Increases damage you deal to the target by 10%.
    Soul Survivor needs a use on bosses with little to no adds, such as Bahamut Prime. Making it a personal damage boost also fits in with DRK's toolkit.

    Revised Action: Plunge: Additional effect: Resets the recast timer for the Blackest Night.
    Sometimes, you need to shield two targets. Sometimes you need rapid heavy mitigation.

    Removed Action: Blood Pact
    This thing is garbage.

    Revised Action: Blood Sword: Can now be used in Grit. And its MP regeneration applies to magical damage.
    No blood pact basically requires this.

    New Action: Blood Mist: Chokes the target with blood mist, reducing the damage dealt by the target's next attack by 15%. 10s duration, 120s recast.
    More tank utility. DRK is an offensive counterpart to PLD, it should look like one.

    Nerfed Action: Syphon Strike: No longer has a Dark Arts combo potency.
    This is mostly to reduce complexity to make up for the complexity in DPS added by Soul Survivor and Dark Passenger.

    Nerfed Action: Darkside: Now drains MP passively again.
    This is to fix the stupid overflow of MP. There's just too much MP coming in as everyone else has mentioned.

    General change: Dark Knight basic attacks and all Dark Knight actions now does magic damage.
    This is just for justify Scourge more and because lore would hint at this, since DRKs fight with enchanted swords cloaked in umbral magic.
    (0)
    Last edited by MiniPrinny; 12-13-2017 at 02:29 AM. Reason: Character cap!
    Something... something... edginess... shadows... wait... I'm supposed to be a paragon of love and justice!