Quote Originally Posted by DRKoftheAzure View Post
@Satarn; Still doesn't fix the fact that DRK only 1 combo path for single target that use more than any other action...
What gives you the idea that the Scourge combo is only meant for AoE? Or that it's meant for AoE at all? Just because Salted Earth can hit multiple targets, does not mean that you wouldn't want to keep it up on single target - it's still 1000 potency per minute at a cost of about 6 Blood(which is worth only 100 potency, so 10 times less) from the replaced Souleaters. It's a massive gain, not a loss.

I don't see where do you get the WAR clone part from, considering that I've shifted the focus back to continuous MP management and spending it on ogcd skills(like HW and SB DRK), rather than tight windows of burst damage(which is what WAR and SHB DRK are), removed delIRium which has been copied over from WAR and brought back a lot of speed and weaving.
I suggest you reread the opening post, because it seems you might've misunderstood a lot of it.

Quote Originally Posted by DRKoftheAzure View Post
DRK DPS is WAY TOO LOW...
If you're refering to Nedkel's dps "nerf" estimate, I have already explained why it was extremely off base due to not taking into account completely changed rotation.

Moreover, the early part of my post already explains that the potency numbers are mostly symbolic, to show the rotational flow as that's my focus - the intention is to neither nerf DRK nor buff it, it's to change gameplay only. The dps should stay about the same and if the changes listed affected it, then it could - and should - be adjusted.
Don't try to figure out how much dps it would do, because that's not the point of the thread - think how it would play.

Quote Originally Posted by DRKoftheAzure View Post
The only changes that you suggested that I actually agree with is the Darkside Mastery trait change, Dark Mind to a certain extent, Spell recasts being tied to skillspeed over spellspeed, Quietus(though Bloodspiller would also need to get the same treatment), duration increase on Blood Weapon, MP restoration increase on Syphon Strike, most of Salted Earth but it's cooldown is still way too long, Abyssal Drain going back on the GCD, and having The Blackest Night going back to it's Stormblood iteration, but that's it...
Okay, now I'm kind of confused, because you list a major part of the suggestions presented and then end with "that's it" as if you only liked 1 or 2 ._.

Regarding Salted Earth - I did not reduce the cooldown because that would defeat the purpose of the new combo-ender. You're meant to keep it up through the entire fight anyways by refreshing it with Scourge.

As for Bloodspiller - just restoring Blood Weapon, Delirium and Syphon Strike to their old versions already provides tons of MP to spend on all the cds and plenty of Edge of Shadows. If we added more, then EoS would get just as spammy as DA was in SB and nobody wants that.