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  1. #1
    Player
    Rubytoe's Avatar
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    Sep 2015
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    113
    Character
    Wedge Ironworks
    World
    Lamia
    Main Class
    Machinist Lv 87

    Sole Survivor/Bloodspiller change?





    Sole Suvivor is the pvp version, but i changed its recast to 120.00s.

    Bloodspillers overall potency has been increased by 100 potency.

    With the Sole Survivor change I believe DRK would be more desirable in raid groups because of the 10% damage increase for the whole party every 120s "maybe change the recast time", and it can still be used in dungeons/PVE effectively.

    The Bloodspiller change would up their damage and make Bloodspiller a skill to actually go for and feel rewarding for using even outside of the dark arts version.

    I would like to hear your thoughts!
    (4)

  2. #2
    Player
    Rubytoe's Avatar
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    Sep 2015
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    113
    Character
    Wedge Ironworks
    World
    Lamia
    Main Class
    Machinist Lv 87


    15% to 25% and Dark Arts Effect 30% to 50%.


    If the Sole Survivor wouldn't work out i'd say this Dark Mind change along with the bloodspiller.
    (0)
    Last edited by Rubytoe; 12-05-2017 at 05:21 AM.

  3. #3
    Player
    Felorr's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    116
    Character
    Felorr Bhakti
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    10% damage taken from sole survivor will make DRK/DRK the new meta.
    (0)

  4. #4
    Player
    shao32's Avatar
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    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    apart of any raid dps buff will make it mandatory, dark mind dont solve anything, i mean DRK is pretty strong on magic defense we dont need more, instead add phisical defense on dark mind will be a good option bcs we are lacking in that field compared to the other tanks.
    (1)

  5. #5
    Player
    Rubytoe's Avatar
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    Sep 2015
    Posts
    113
    Character
    Wedge Ironworks
    World
    Lamia
    Main Class
    Machinist Lv 87
    Quote Originally Posted by Felorr View Post
    10% damage taken from sole survivor will make DRK/DRK the new meta.
    10%more damage for 10secs every 120s? I don't think that's too game breaking. If it's too much atleast 5% and up the duration to 15secs.
    (0)

  6. #6
    Player
    Crater's Avatar
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    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Honestly, the only thing you'd have to do to keep this version of Sole Survivor from getting out of hand is to make the Vulnerability Up debuff the same as Trick Attack, so that they overwrite one another instead of stacking. (which I believe is/was already the case in PvP).

    10 seconds of 10% damage up is problematic from a balance perspective if you can use it on top of all the current raid buffs, because then (using current gear/damage as a reference) you're adding 10% of 50-70k damage every 120s, which works out to an increase of 416~583 average DPS.

    If you can only use it outside of the rest of your party's raid buffs, then you're only adding 10% of 29-33k damage every 120s, which is only 241-275 DPS. That's basically how far behind in damage DRK is, so there's really no balance issue with that - especially considering that DRK should be dealing the highest tank DPS given the numerous disadvantages they have in terms of personal mitigation, party mitigation, utility/self-sufficiency, and burst damage compared to WAR.


    Re: The changes to Bloodspiller and Dark Mind:

    Bloodspiller is kind of a tricky one, in the sense that TBN sort of ties Bloodspiller's potency to the potency of Dark Arts and your basic Souleater combo. However, honestly, Bloodspiller should be stronger than it is - a skill you get at level 68 should feel more rewarding and powerful than a skill you get at level 54 (Fell Cleave). I think that this change would be good, but requires an associated change to The Blackest Night, to reward only 30 Blood on a shield break instead of 50 (with 500 potency on Bloodspiller, that 30 Blood would be worth ~137 potency, whereas 50 Blood with the current version of Bloodspiller is worth ~134 potency).
    I would also go ahead and just fix the Grit potency values so that the damage penalty is nullified, as the skill was intended to be used. With 500/640 outside of Grit, that would mean 625 base potency in Grit, and 800 with Dark Arts.


    I don't really agree with this change to Dark Mind, though. The problem with Dark Mind isn't really that it isn't strong enough as a cooldown versus magic damage - it's that it's worthless against physical damage. I would either just change it to universal mitigation, or (if you really want to maintain the flavour of being a magic-specialized cooldown) give it a souped-up version of Dark Dance, with a 50% chance to Parry on a non-DA DM, and 100% chance to parry when used with DA.
    (5)

  7. #7
    Player
    SummerScorcher's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    149
    Character
    Lilla La'aurora
    World
    Phoenix
    Main Class
    Dancer Lv 98
    Quote Originally Posted by Crater View Post
    I would either just change it to universal mitigation, or (if you really want to maintain the flavour of being a magic-specialized cooldown) give it a souped-up version of Dark Dance, with a 50% chance to Parry on a non-DA DM, and 100% chance to parry when used with DA.
    I really like the parry idea, it makes alot more sense than straight up also mitigating physical damage. It would also be nice if the duration increased more to somewhere around 15 seconds instead of 10. Don't think it'd be OP considering DRK already pays for mitigation.
    (0)

  8. #8
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    I think 15 seconds might be pushing it a little bit, but I actually would like to see Dark Mind bumped up to at least 12 seconds. There are so many situations where incoming attacks are spaced exactly 10 seconds apart, and it's really frustrating that Dark Knight doesn't have any class-native cooldowns that will cover those situations - particularly since that's also the exact span of time that makes it impossible for The Blackest Night to mitigate both attacks.
    (0)