Yea alot of that is due to heavy reliance on TBN and trying to avoid being splat by the boss lol
Clemency sacrifices an auto attack, and a gcd. It hurts paladins dps everytime you use clemency and could possibly throw off your Requiescat damage window. Also you can't parry or block while casting it.
As for war, Equilibrium only heals in tank stance, so your sacrificing damage to heal, unless you have unchained ready i guess...
As a Drk, you have to sacrifice damage.. just like the other tanks to heal yourself by switching to Grit and using soul eater. Which ive seen heal 6-10k per combo.
Btw, Im all for receiving hp back from ss outside of grit. Im happy for any buff on Drk tbh. Just trying to state the balance square tried to attempt with clemency, soul eater, and equilibrium.
Siphon Strike, Soul Eater, Abyssal Drain, and Bloodspiller Healing you in and out of Grit, with or without Dark Arts is something I would be fine with. Dark Knight being the only tank capable of greatly sustaining it's HP without a large amount of Healer intervention or switching into it's tank stance could be the "niche" or "class fantasy" people complain about it missing right now.
Blood Price and Blood Weapon could be given a trait acquired at lower levels that heal you for 20% of the damage taken (Price) and 20% of the (weaponskill) damage dealt (Weapon). You could even make the baseline traits 10% and introduced the enhanced (an additional 10%) versions of the traits at later levels. (Pre 60 at least)
-Dark Passenger could have the basic and Dark Arts versions combined into a single 2400 MP OGCD that deals 240 potency on a 60 second cool down.
-Dark Mind could have the Dark Arts version become the baseline version without further changes.
-Carve and Spit could have it's two versions combined, making it a 60 second CD, 400 potency OGCD that gives you 1200 MP.
-Sole Survivor could be reworked into a 30 second DOT with a 60 second CD that resets on kill (to give it use in both single target and multi-target situations)
No need to add a dumb raid shield or tweak a bunch of potencies. Dark Arts gets hit a bit less. Less healer reliance during Walking Dead.
This is all nothing more than pipe-dreams, of course
I expect lousy changes and an uproar from the community
This would be a great niche for a class weilding a huge 2 hander instead of a shield and utilizing Dark energy. Dark Knight could take a little more damage overall, but sustain itself with strong self-heals and be a little more self-reliant.Siphon Strike, Soul Eater, Abyssal Drain, and Bloodspiller Healing you in and out of Grit, with or without Dark Arts is something I would be fine with. Dark Knight being the only tank capable of greatly sustaining it's HP without a large amount of Healer intervention or switching into it's tank stance could be the "niche" or "class fantasy" people complain about it missing right now.
Right now Drk has no niche or real class fantasy and doesn't excel at anything.
That is exactly how i felt while playing DRK. DRK does not feel like a might dark energy user tank at all. Need more HP leech and dark magic, the ascetic is great with the 2Hand swords looking like Guts from Berserk but ugh Dark Arts spam and micro managing mana is a pain.This would be a great niche for a class weilding a huge 2 hander instead of a shield and utilizing Dark energy. Dark Knight could take a little more damage overall, but sustain itself with strong self-heals and be a little more self-reliant.
Right now Drk has no niche or real class fantasy and doesn't excel at anything.
My personal list of wants
1. Bloodspiller gaining an HP restore effect.
Gives the Dark Knight a little more sustain. Doesn't really make them tankier, but does make them less reliant on spot heals. If you don't bring the deeps, you should be enabling the deeps, and any GCD the Dark Knight saves via self healing is an implicit gain.
2. Blood Price's MP restore is based on damage taken proportional to maximum health.
Both a buff to dungeons and to Grit in general, assuming they don't become unlocked from stances. Enables more Dark Arts usage, which in turn allows Dark Knight to utilizie more defensive measures without compromising offensive options.
3. Dark Passenger qualifies for Blood Weapon.
Allows it to be a suitable tool in use for AoE as well as being somewhat neutral when used on a single target in Blood Weapon windows. (+MP +3 blood). The Blood Price change listed enough would allow use in Grit.
4. Sole Survivor is changed. Somehow.
I have plenty of ideas regarding this, but making it retain the flavor and I'm assuming intent of the ability, and also giving Dark Knight a 'wtf aoe effect' ability.
Sole Survivor
Ability
Duration: 20
Recast: 120
Effect: Gain 5% increased Attack Speed, 5% of damage dealt as health, and 5% reduced MP costs. These bonuses increase by 5%, up to 35%, for each nearby enemy. Enemies that die near you extend this duration by 3 seconds.
I like your thinking. I've always been a fan of the phrase "hope for the best but expect the worst and you'll never be disappointed". Me personally some changes I'm hoping to see are; dark passenger removed and replaced with scourge, either increased mp gain on blood weapon/blood price or reduced mp cost for dark arts and tbn, delirium as a combo finisher off of syphon strike, dark arts effect removed from syphon strike. Maybe work dark mind into one of the other abilities to help with button bloat.
Would love if living dead got a reboot
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