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  1. #1
    Player
    Robuel's Avatar
    Join Date
    Oct 2013
    Posts
    68
    Character
    Professor Warpeon
    World
    Adamantoise
    Main Class
    Dark Knight Lv 80

    Simple Drk changes, in-line with SE vision of the job in EW

    Hello, long time Drk dabbler here. While there are other versions of the job I have enjoyed, I wanted to make a post about the simplest and most realistic updates to the job I could see for EW based after the media tour information.

    The new abilities in a vacuum, I think are parallel too and just as exciting as the other tanks new abilities. I believe alot of the pain points for drk players, stems from older parts of their toolbox, that seem unpolished in comparison to the other tanks newly rounded out kits.

    Two Changes for Drk in addition to EW updates:

    -Have Dark arts stack to two-

    Currently the strengths of The Blackest Night, are its short cooldown+effectiveness and its ability to "stock-pile mana" for burst windows. But, these two work against each other. For Drks looking to do high end damage, this means TBN effectively has a 1 minute cooldown. Having two stacks would allow more freedom in TBN usage, more comparable to other tanks updated 25 second cooldowns. It also doubles as a QOL increase, that would be enjoyed in more casual use.

    -Update living dead to not kill the Drk-

    Boiling down Living dead into its core concepts, its a large Flavorful Cooldown that can be used to cheat death, and requires non-negligible coordination with a healer to have the resources from both the drk and healer go un-wasted. Infact it has a bit of a double negative, not only can bad coordination end the buff early, but failure leads to death, wasting the CD itself and any additional abilities used by the healer. I'm here to argue that it only needs one of these downsides to keep acceptable balance and flavor. In fact i think the removal of the buff from healing is enough and the death aspect can be dropped completely. Possibly doubling down on the healing removing the triggered portion of the buff. For example making any single target healing remove the status. This would keep the core of the ability, cheating death and healer coordination, but with a lesser penalty, of the ability just being less effective. As far as flavor, the perceived lore seems to be, we go double dead and need to be healed up too escape death, the new perceived lore would be we enter some kind of walking dead status that prevents us from completely dying, and 10 seconds or any healing type magic knocks us out of said state.

    Anyway, i know these changes wont address some people concerns, but i think they would go far as small changes to keep drk in line with the other tanks defensive abilities. Basically promoting usage of our "super cooldown" and short cooldown. While currently they are disincentivized at worst, limiting at best.

    Also if you like these changes, plz talk about them or respond, thanks
    (6)
    Last edited by Robuel; 10-17-2021 at 06:00 AM.