Quote Originally Posted by Tint View Post
I don't understand it. They already gave interruptable skills a different cast bar, why is it so hard to do the same for magical attacks?

Well AoE attacks are most often magical because of DD and healer defense balance, a physical AoE would hit healers a lot harder than melees. But for tankbusters it's a guessing game, especially without any 3rd party tools. And having DRK balanced with a magical only cooldown in mind is just bad design, when a large portion of the playerbase will never be able to use it properly.

Either rework the cast bar or Dark Mind I would say o.ô

Especially when they are making a lot of things "more accessible" (Fishing? for real? Don't get me wrong, Fish Eyes is a horrible skill and a rework is appreciated, but dumbing down fishing will not lead to more people suddenly like fishing, they have long quit before they even reach the point to use that skill...), but then they leave a crucial mechanic in a state where the average player just have no idea what is going on.
DRK shouldn't have to use Dark Mind for tank busters, and neither does GNB need to use Camouflage (parry so physical only).
They have enough tools between their 30% mitigation, their on demand shield, and Rampart/Reprisal to take anything in their stride if used correctly.

Dark Mind and Camouflage are flavour skills intended for trash pulls and chip damage.
They dont need to homogenize their only remaining unique abilities.