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Thread: DRK Rework

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  1. #3
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Dark Passenger - That DOT is just overpowered and the diminishing returns don't give it any justice. Even if it still costs 2400MP, that is still a total 50 potency more over DA-Carve that can be used twice as often. The increased enmity is unnecessary considering the total damage this skill alone does.
    I agree, I just reworked the skill above and added some new math, let me know what you think. Enmity on this skill gives DRK a steady influx of threat to keep it on par with WARs and PLDs threat building ability

    Quote Originally Posted by Reinhardt_Azureheim View Post
    Dark Mind - I am not a friend of this. I'd rather see Rampart return as a baseline Lv8 CD and Tempered Will being plunged into role actions, with the same 180s CD.
    DRK suffers the most from DPS downtime, to aid in its uptime I wanted to give the DRK knight something unique, and it is the only tank without an anti-knockback ability. I don't think the 60sec CD is a problem, since Surecast is on a 30s cooldown.

    Quote Originally Posted by Reinhardt_Azureheim View Post
    Shadow Wall - unnecessary overkill against critical tankbusters. You still have TBN + Shadow Wall and Rampart-TBN-Awareness for that...
    I understand your point. However, I made this decision because Shadow Wall is 30% for 10s on a 3 min recast, Sentinel is 40% same duration and recast, and Vengeance is 30% +55 potency physical dmg counter for 15s on a 2 min recast. DRK also has the least amount of fluff mitigation cooldowns, and would benefit the most from dropping awareness in some fights in exchange for a different role skill (like convalescence, to aid healers when using Living Dead)
    This is one skill that I would feel comfortable leaving alone however.


    Quote Originally Posted by Reinhardt_Azureheim View Post
    Plunge - I like that, but given the cooldown remaining at 30s it can retain potency to like 150-200 regardless compared to Onslaught. It also has no extra enmity unlike Onslaught.
    I did this for 2 reasons, to help balance out the buffs in other places and to reduce the dps costs of holding it for use as a gap closer.

    Quote Originally Posted by Reinhardt_Azureheim View Post
    Carve and Spit - I although it looks like a three-fold attack, I genuinely wish it is not unless the initial hit dictates whether or not the follow up hits crit / DH like the first one. The consolidation of DA-CaS into one button is actually good enough to down the button bloat and DA consumption a bit. That Blood Gauge bonus is massive, maybe tone it down to 20-30?
    I understand the concern about Crits/DH, however, there are 3 chances for at least 1 hit to Crit/DH, I think this change would relatively balance out with itself in that regard say your chance to Crit/DH was 15%, over the course of a 12 min fight thats 12 CnS uses, you will Crit/DH (1.8) 1-2 times. Now if it was broken up thats 12 uses and 36 hits/chances to Crit/DH, you will Crit/DH (5.4) 5-6 times. Since the potency is divided into 3 hits, this equates to 1.7-2 original CnS Crit/DH. My adjustment can account for fractional potencies of the original, but I'd say its relatively the same overall.

    I'd like to point out that the Blood Gained here is for a DA version of my CnS, which has the same MP cost as current DRK passenger, so really you are just trading a DA for 50 blood, similar to TBN, but without the added benefit of a shield. This would be a potency loss or gain depending on when/how it was used, just like TBN. This would mainly be used to proc delirium when you are unsure if TBN break.
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    Last edited by kashi11; 03-19-2018 at 11:24 AM.