Hey yall,
I don't know if these exact changes have already been proposed, but these are just a few potential changes I had in mind to beef up DRK sustain.
I don't claim to be a veteran of the class or the game, but it's the one I've played the most! These are the changes I've wished for in my experience with DRK. I'd love to hear thoughts on how these changes would conflict with other parts of the kit or may be be too good. The numbers are more speculative.
>> Oblation: 10% damage reduction, refunds existing or pre-existing TBN when it is broken if MP is at under 50%; grants hot if broken at or over 50%
(Oblation feels very underwhelming as a capstone mitigation ability/doesn't feel impactful to press/doesn't interact with the kit.)
>> Living Shadow: Same duration but no longer a glorified dot, copies every offensive action and gives you half the benefit.
(This has probably already been proposed but I'm not sure. Is this too similar to the clone on Ninja?)
>> Carve and Spit: Now on the GCD, recovers health if MP is at or over 50%, recovers MP if it is under 50%. Leaves a big bleed; ticks restore HP/MP.
>> Abyssal Drain: Now on the GCD, recovers health if MP is at or over 50%, recovers MP if it is under 50%. Leaves behind the "Salted Earth" AOE; ticks restore HP/MP. Salted Earth combo removed.
(I'm sure some people like the ability, but I find the salted earth combo to be little more than a fire on CD and forget skill. I think ability itself should be removed and it's damage potential distributed to more impactful abilities like Abyssal Drain (preserving the cool animation) and Shadowbringer. As these abilities will be more potent with this change, I think they might deserve a devoted GCD.)
>> Shadowbringer: Adds 50 (maybe 25?) to Blood Gauge.
(Shadowbringer has a longish cooldown, and this change could give the capstone ability some more offensive/defensive potential to justify that; see below.)
>> Bloodspiller and Quietus: Shield for 25% of damage dealt stacking as a non-extendible buff.
(This change would give the DRK some durability when spamming blood spenders, and give Delirium a potentially defensive use case. I'm guessing this might too good, it could maybe give a little DR instead?)
My idea with these proposed changes is to give Dark Knight more sustain without treading into Warrior's identity as the lifesteal/self-healing more reactive tank, giving Dark Knight some more synergy through it's kit and emphasizing MP / TBN management.
One problem I could see is that staying high on MP would be more difficult without the on-demand generation of Carve and Spit; that said, I envision the shared CD abilities providing a large amount of MP when below 50% to compensate.
I'm not sure if/how broken these changes would be, just some thoughts I had.![]()

Reply With Quote





