Rubs hands together with gigabrain intent.
No more MP. Hear me out.
Using Edge/Flood now reduces maximum HP, as well as losing any HP over the excess of your new HP total. You cannot reduce your maximum hp to 0%. This is the 'blood' cost of utilizing your dark skills. The cooldown of these skills will likely also be increased, but frankly, for a hypothetical build, they can stay at 3s for all I care.
You are given this visual information with the new Blood Gauge - 3 notches indicating your current status. Each gauge of this that is filled grants you 20% mitigation, stacking additively, as well as 20% penalty on all healing received, and the -25% maximum health.
Boring Math as to why.
Let us say you have 100 HP. You Edge yourself down to 25 HP.
You have an additional 60% mitigation, meaning you effectively have 60 HP.
The Blackest Night grants you health equal to 1 Blood pip, improving your baseline EHP to 50. At 60% mitigation, you have 125 EHP.
The healing penalty keeps healing proportionate to your damage intake and curbs abuse cases with Non-TBN shields. TBN for the Dar Knight is a cornerstone defense, and it is tuned so that the Dark's EHP upon using it is equivalent at all blood pips.
How much blood each Edge/Flood generates will be based on how stupid this should get. For the sake of sanity, it should probably generate '3'.
'2' and you're constantly doing simple arithmetic. Whether that's a problem or not is up to the individual.
'1' and,
well.
Utilizing Blood skills restores your maximum HP, but it does not necessarily heal you. This means in order to get moar Floods/Edges, you need to dump your blood gauge, but do so in a manner that won't end up with you dying as a result. Lets go over a few options.
Bloodspiller/Quietus - Now that Blood is no longer a fill-gauge, these weaponskills instead cost 1 of blood. The exact dynamic of these skills can vary widely, but they'd always be available, but at reduced potency. These are your last choice in managing Blood. Probably turn these into buff granters.
Abyssal Drain - Remains an OGCD with a cooldown. Removes all Blood, dealing AoE potency scaling up for each pip removed, and healing for damage dealt.
TBN - Cooldown increased as it no longer has an MP cost. TBN, upon breaking, removes 1 Blood and heals for 25% of your actual maximum HP.
Blood Weapon - Costs 1 Blood, has a recast. Grants your weaponskills %Lifesteal.
Delirium - Removes all blood, has a recast. Shortens the recast of Edge/Flood of shadow.
Living Dead - Locks your blood gauge as well as abilities that utilize it for 8 seconds. Nullifies most attacks, removing 1 blood for each attack nullified. Ends at 0 Blood, after 8 seconds, or upon pressing Living Dead again (with a short internal CD to prevent misfires).
The effective goal, obviously, being more Edges / Floods, and avoiding utilizing GCDs to do so, and avoiding doing it in a such a manner that you end up paste, while also taking advantage of huge TBN effectively being a 100% Max HP shield, and taking advantage of timed healing skills like Earthly Star, Excog, group AoEs, etc to an extent that other tanks don't.