They need to remove Salt of Earth & put the dot effect on Abyssal Drain
They need to remove Salt of Earth & put the dot effect on Abyssal Drain


Do away with salted earth. Ground AoEs are a pain to me and the potency is pitiful at this point anyway.
Make scourge oGCD ~10-15 seconds.
Make AD a GCD again with a heal of 50-100 pot (obviously you can play with the numbers). Additional effect will spread scourge dot to surrounding enemies and refresh the dot.
Aoe combo:
Unleash>Stalwart soul (mp gain x amount)>AD (hp gain x amount, gain blood x amount (trait), spread/refresh scourge if on current target (trait)).
Single target:
Hard slash>siphon strike (mp and hp gain here)>soul eater (blood gain).
AoE and single target combo can be used interchangeable (example: if you wanted a slightly higher dose of HP you could do Hard Slash>Siphon Strike>AD)
TBN goes back to accumulation of blood gauge.
Add consequential blood gauge spender to prevent over-capping (example: blood shield ~10k shield to swap those resources back to mp, low blow, who knows, I'm just spit balling here).
Automatically, once blood gauge reaches 100% the darkness overtakes you for x seconds ~15 seconds. Your 1-2-3 (single target and AoE) combos are replaced with “darkness” combos (to save space on the Hotbar). Add blood spiller and quietus in their respective combos (somewhere in the 1 2 3) in addition 4 new grandiose attacks (2 for aoe, 2 for single target). Darkness combos would be higher potency in damage but no mp, hp, or blood will be generated. While in your darkness combo phase Mp will drain. If you run out of mp you will automatically be knocked out of your darkness combo burst phase regardless of if you have more time left (example: In this example darkness phase is 15 seconds long. If you run out of mp at 10 seconds into the darkness phase you automatically locked out of you darkness combos and back to the regular ones).
Delirium will extend the duration of darkness combo duration in addition to grant x amount of mp.
BW gives haste for x amount of time and increases blood by ~50 and some mp.
EoS/Fos can remain as is to keep darkside buff in place. EoS/FoS will not get procs from TBN.
CnS could be a scaling ability that will grant ehh ~1500 mp, but damage scales with the amount of mp you have. The less the mp you have the more damage it does. Going into darkness burst phase resets CnS.
Darkside still retains it's 10%(? I think) damage buff. In addition when darkside is active CnS has a ~25% chance to proc on critical hits.
Shadow clone can stay but needs to feed off MP for DRK to have two burst windows and one they can open up with at the beginning of the fight. (Don't give me another WAR hand me down with infuriate to go straight into darkness combo).
LD, ugh. If I had it my way I would flip things around. Instead of doing the healing on the back end where no one really knows exactly where they are at on the way to max HP. I would give the DRK an empowered shadow of inner darkness (would be an easy graphic to pick up on for healers) which we already have a taste of with the current shadow. I have in mind a black and reddish/purplish shadow growing out for the players body to x2 their size. The inner darkness would empower the dark knights HP pool to double or triple its normal value (hard for me to say since I don't know what the current numbers are for the heaviest tank busters in current content and no one does for the future). Healers would have the first 10 seconds before the TB to throw up heals/regens/bene to bump that pool up as high as they can get it before the hits. The real fun would be adding TBN on top of that fully extended HP bar for a massive shield. The downside would be if you die then you die - no safety net at 1 hp. It would retain identity and allow healers to see what they are up against. (might be difficult to get the math right when you throw in all the variables but it could work out and man that would be cool).
The above might be ungodly OP in a dungeon with bene but, its just an idea after all.
If SE wants to keep LD as is then just give bene as a role action. I know some will hate me for saying it but LD is a healer CD clearly meant to go alongside with Bene. LD is designed around that 10 sec invul window so give ALL the healers some control to make that full invul window happen reliably.
I know I probably missed an ability somewhere in there but its a framework. There is room to tweak CD timers and potencies but I feel like that is a DRK design that pays some homage to versions that came before it and is unique as well. Thanks!
Last edited by Danelo; 01-06-2020 at 08:41 PM. Reason: additions/typos


So I don't really tank much, but still level all the jobs for funsies. But, of the three (sans GNB), DRK is feeling the least intuitive. Already had everything at 60 by 5.0, and I've only just rotated around to working DRK up to 70, obviously some big changes to adjust to.
I'm not really looking for advice on the tanking side. Use CDs, don't get hit, whatever, I'm not tanking anything important. I'm just not sure I totally understand the damage side of things.
One basic combo (and one AoE). Standard damage boost CD. Simple enough. C&S, Salted Earth, Abyssal Drain, just use on cooldown I guess? What's the usage of these Flood/Edge of Darkness abilities? One single, one group, sure. Do I just use them as long as I've got the MP for it? Try to weave them in during combo? Is there any reason I would hold back on them?
Hopefully going forward with leveling, I can at least better understand things as they come.



DRK kit have zero sense bcs is designed to have none, it's simple at it looks and works like you think it works, the only part you missing edge/flood is edge are spamed (saving 3k of mp for TBN) under blood weapon under raid buffs every 60s, the MP economy of DRK is so slow you get all the MP back for the next blood weapon, when that happen you spend the rest of the time doing nothing until next blood weapon, for flood since TBN have priority under aoes situations you use the first for the damage buff and the rest from TBN procs so you don't run out of MP to fast and thats it

I miss HW.
L50 sync is especially painful now too.
Personally, the only issue I truly have with DRK is how annoying Living Dead is, especially after Holmgang got buffed from a 6 second duration to an 8 second while retaining its 4 minute cooldown. For both ease of use purposes and simplicity sake, I think LD would be much better off function more like a traditional invulnerability cooldown.
Keep the Living Dead/Walking Dead buff/debuff thing, that's fine. Just remove the healing requirement to avoid death. When you have Living Dead active and drop to below 1 HP the Walking Dead debuff would apply just like it currently does, but instead of requiring you to be healed to 100% HP it would simply be a 10 second long debuff preventing you from dying and then, once the 10 second timer had elapsed, the debuff would fade regardless of how high/low your HP was.
Not only would this make it less of a pain on non-WHM healers to have to blow cooldowns on the DRK to keep them from dropping dead on the floor, but it would make general usage of Living Dead much more smooth, especially in pug environments where things tend to be "WHM instantly Bene's you, immediately removing your immunity after only 0.5 seconds".
This is what I'd want to see. It's already an easier to time and slightly longer Holmgang with longer cooldown. Then it just arbitrarily kills you if you don't get healed 100 %, loses it's benefit if you do and spaghetti really hits the floor when you both get healed but not enough and die anyway. While slighly unflavorful this would be an elegant solution.



What id like for Dark would be
Scourge returns as a 60 second cd
Salted earth becomes 60 seconds and shares a CD with scourge
Carve and Split/abyssal drain now share cd at 30 seconds
And Basically want it to work like Bards mage ballad because its probably best case scenario to return to Dark low blow/Reprisal resets kind of play style and also doesn't make C&S/AD feel so bland.
I dont mind edge of edge and flood of edge i do want another just single Target one thats like deliriums old dot just not -10% int obviously
Living shadow all flash but hardly changes anything gameplay wise wouldn't mind some say in what fray did.
Dark mind should be 10% physical and 20-30% magical dark Knight should excel in magic mitigation not be gimped by it ,no reason why it should be Discount rampart when every other tanks CD effects magic too.
Delerium been said a million times off brand IR doesn't even effect LS i wouldn't mind if it had gave everything no MP cost or something but atm its pretty mediocre.
Blood weapon infuriate in 5gcds speed buff back would be nice
I don't care if the jobs easy or if its Dps is low, i just want it to be somewhat fast pace and fun can't be that much to ask.
Pretty much it sure Living dead is a bit lob sided and is a bit of a resource vacuum,dark missionary being magical only but so are 98% of raid wide so not a big deal.
Last edited by Duskane; 02-03-2020 at 06:05 PM.
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