Unless you were facing really (s)low damage but without a healer (and none of the other sustain increases), isn't this just a nerf? It's a flat barrier, so the duration quickly becomes redundant/excessive, and Dark Arts previously gave back its MP cost anyways. In the end, you've simply increased its cooldown by a third and called it a day.
Given the portion of tankbusters that are magical, a total of 30% magic mitigation on a short CD seems excessive. Just the charges and/or CD reduction alone would likely be fine, especially if you allow multiple instances of Oblation to be applied to the same target simultaneously at lower effect (similar to the old stacking of DM and Oblation, both).At level 82, this upgrades into Oblation, increasing the magic damage reduction to 20%, grants 2 charges, each with a CD of 45 seconds.
The benefits of Blood Price will scale pretty linearly with target count (* their average attack speed) anyways, so I'd just guarantee Blood Price. That said, do we really want to deal with such granular values of Blood?->Sole Survivor: marks target and nearby enemies with "Another Victim" status. When surrounded by 3 or more enemies, also grants "Blood price".
Then it will effectively take 15 GCDs to prepare a single GCD action that is not your spam-combo, twice what it takes now. Yes, the Blood spenders will take up a slightly higher portion of GCDs now, but the ramp up will be significantly worse. I'm not sure how I feel about this. Especially if this is to be a fixed combo.->Syphoon strike restores 1000MP and Souleater gains 15 blood.
->Using Bloodspiller combos into 2 new attacks. Each attack costs 25 blood, including Bloodspiller.
Sure, I guess? Animation-wise, that's easy enough. It emits a broadening column of darkness at the end, anyways.Quietus removed, Bloodspiller has a new animation or the same animation but much stronger to justify having AoE falloff damage.
I worry this could end up being worth holding damn near infinitely just to spam Syphon Strike with, unless the MP gen on Blood spender skills (formerly on Delirium) gets made baseline... I'll need to map out the potencies in a bit, but what rotational implications, if any, were you hoping this would have?->Delirium works as fallows:
When landing a GCD consumes 5 seconds of Darkside. If Darkside is not active the effect is canceled and put on 10 sec CD.
If the effect is active gain 15% SkS and accelerates the rate at which the Bloodgauge fills, increasing it by 2 every quarter second.
Toggle this on or off freely.
That'd make the longer time until using any Blood spenders an even harder pill to swallow, ngl.->Blood Weapon removed.



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