Quote Originally Posted by Seraphor View Post
Dark Mind and Camouflage are flavour skills intended for trash pulls and chip damage.
They dont need to homogenize their only remaining unique abilities.
Camouflage, yes, but Dark Mind is not a usefull tool against trash pulls. Magic auto attacks are pretty rare and with only 10 seconds duration it's not even that good against magic attacking trash packs. Dark Mind always was best against tank busters, making DRK the most defensive tank in savage raids, where magic busters are not uncommon.

And Camouflage by the way has a 10% damage mitigation against all types of damage, and when you parry an attack you can be sure it's physical.

I don't want to take away the flavour of DRK and I don't want to nerf his awesome extra button against magic busters, but I want to know when I can actually use it. Otherwise it's just a useless button.

But when they really can't give us a clue if an attack is magical, then maybe give Dark Mind also a 10% damage mitigation against all types of damage on top of the magical mitigation. Or bring back Dark Dance and let it share the cooldown with Dark Mind, so at least there is an actual fluff mitiagtion tool (not that DRK really needs it - while DRK is lacking a fluff mitigation tool, TBN is just that powerfull... but Dark Dance wasn't that strong anyway, so I don't see a problem with adding it back).


However, it has to be saved somewhere if an attack does magical or physical damage. Is it really that difficult to let every cast look that up and do something like "if physical use that normal castbar" and "if magical use that other castbar". Then they can switch between magical and physical back and forth and the game automatically uses the correct castbar o.ô