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  1. #1
    Player
    ninninin's Avatar
    Join Date
    Sep 2019
    Posts
    39
    Character
    Zzz Zzz
    World
    Kujata
    Main Class
    Ninja Lv 54

    It is possible to make DRK become tank with the highest DOT

    As well as bringing the old actions that people love so much back. While make DRK something in between the other 3 tanks without too much overlap with them.

    What I'm about to suggest is simple yet static rotation play style with dot management but isn't clunky.

    It could be a middle ground between New player who prefer simplification and Old player who longing for the old animation to return.

    It isn't going to be much of a rework but considered how little time we have left I believe it is appropriate. I have a feeling that maybe the dev team has already began working with the change/rework and this idea wouldn't get notice but that is ok. I just want to say that some wish of the new and old player could be fulfilled.

    The current Delirium,Bloodspiller and Quietus can be replace with something else.

    - We can replace Syphon Slash animation with Old Delirium animation in heavensward. But I can understand if it don't happen.
    --------------------------------------------------------------------------------
    - We can bring [D]ark [A]rt back as a simple ogc that result in more gcd or more potency.


    DA=Cost 3000 mp. Duration 10s. Recast=2s. Can only be executed while in combat.
    -----------------------------------------------------------------------------------

    Action that Dark Art have effect on=Soul Eater,Unleash,Stalwart Soul,Dark Passenger and Carve and Spit

    Delirium+Soul Eater+Dark Art= Grant=Empowered. Action changed to power slash. Duration 10s [Landing Soul Eater after Delirium while under effect of Dark Art will result in Soul Eater temporary changed to Power Slash]


    Power Slash=Deliver an attack with 600 potency to a single target. Empowered Fade upon execution.
    ------------------------------------------------------------------------------------
    Currently DRK is the only tank that suffered from having a spells as a standard AOE combo but that is ok, We can turn that to a unique feature.

    DA+Unleash, Stalwart Soul = Increase potency by 100 and grant acumen, acumen effect : reduce spell recast time by 20% duration 10s. [Maximum duration can't be extended. It will cap at 10s to prevent DA spam]
    -------------------------------------------------------------------------------------

    Dark Passenger = Independent Free GCD, Type = Weaponskill, Deliver and attack with a potency of 300 to all enemies in a straight line [10x10y] before you. Restore 300 mp. Recast time : 30s. Share a recast time with Carve and Spit. Effect does not stack when hitting multiple targets with a single attack.

    Carve and Spit = Independent Free GCD, Type = Weaponskill, Deliver and attack with a potency of 500 to a single target.
    Restore 300 mp. Recast time : 30s. Share a recast time with Dark Passenger.

    DA+Dark Passenger = Increase Potency by 250. DA+Enhanced Dark Passenger=Increase Potency by 300
    DA+Carve and Spit = Grant Dark Edge. Duration 10s. Action Change to Edge of Darkness.
    Edge of Darkness= Type : Ability, Deliver an attack with 350 potency to a single target. Can only be executed while under effect of Dark Edge. Dark Edge fade upon execution. Enhanced Edge of Darkness=Increase Potency by 150 [total 500]
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Dark Art Mastery=Also grant Swirling Darkness with no time limit but fade after execution of a certain actions. Only 1 stack of Swirling Darkness could be held. Which mean it need to be spend before the next Dark Art is used.

    Abyssal Drain= Type : Spell. Deliver an attack with a potency of 600 to a target and all enemies nearby it. Restore 50% of damage dealt as hp. Required Swirling Darkness like GNB's action required a Cartridge in Shadowbringers.




    Scourge= Type : Weaponskill. Deliver an attack with a potency of 400 to a single target. Additional Effect : Damage Overtime. Potency 100. Duration 18s. Required Swirling Darkness like GNB's action required a Cartridge in Shadowbringers. [This make scourge something between Goring Blade and Sonic Break. It is neither a Combo Ender like GB nor a Free GCD like SB. It is stronger than GB but weaker than SB. The duration is shoter than GB and SB]



    View from Behind


    Frontal View


    From the side



    Frame by Frame
    From behind>https://imgur.com/a/Gk90SJK
    Frontal>https://imgur.com/a/93PJJiR
    Side>https://imgur.com/a/JRMyBQF
    Side>https://imgur.com/a/bTPGA1P

    This action also need bigger explosion like

    Carnage=Type : Weaponskill. Deliver an attack to a target and all enemies nearby it with a potency of 1200 for the first enemy, and 50% less for all remaining enemies. [big sword slam with a range and radius of 3x5y.] Recast : 60s. Required Swirling Darkness like GNB's action required a Cartridge in Shadowbringers.
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    [B]lood [G]auge

    Soul Eater/Stalwart Soul=Increase Blood Gauge by 10 instead of 20.

    There're 2 ways to do this.

    1. The easier way=Salted Earth operating the same way but require 50 BG with 15s recast time instead of 90s.

    2. The more complex way :

    Salted Earth=Place an area of effect that continue to deals damage to a target and all enemies nearby it with a potency of 100 for the first enemy, and 50% less for all remaining enemies. Cost 50 BG. Duration 12s. Recast=12s. Targeting=Change from Ground AOE to Enemy only. [Please understand that it is very important to change the targeting mode from "ground target" to "enemy only" for smoother gameplay to ease the burden on the player]
    Action is changed to Brand for the duration of the effect.


    Brand [Use Sole Survivor Animation]
    *Caused Salted Earth to swirling and dealing instant damage to the target inside.* Marks target with the status Victim. If that target should be KO'd in battle, An attack with 300 potency to the enemies surrounding that target will be trigger. If the effect expires first, an attack with 500 potency will be inflict on that target instead. Duration 15s. Apply Annular effect on you when the effect expired. Annular Effect : Prevent the execution of Brand. Duration=120s. Show on Job hud UI.
    *[A multi hits, number of hits depend on the remaining duration of Salted Earth,More than 9s=4 hits,6s = 3hits,3s =2 hits,1s =1 hit. Ending the effect of Salted Earth at the same time].

    With this we will have a dot that required a knowledge of the fight that could be triggered earlier if needed. Salted Earth can be triggered by Brand and Brand can also be triggered by other actions such as Carnage.
    -----------------------------------------------------------------------------------------------------------------------------------------------------

    Other Actions also need be change as well

    Plung=2 Charges by default.

    Grit=Additional Effect= Immune to silence. [DRK is the only tank that could suffered from silence debuff while fighting multiple targets and it needed a way to prevent that]


    Darksides=Increase Damage Delts by 30%. Duration 15s. Recast 60s. [Use Blood Price animation. Instead of 10% the whole time I would prefer this to help me push through the situation that Damage is required. With 30% and 15s it could be something in the middle between Fight or Flight and No Mercy.

    Blood Weapon = [Instantly increase Blood Gauge by 20 with BW Mastery] Grant 3 Stacks of Blood Weapon, Consume 1 stack and Restore 1000 MP [&10 BG with BW mastery] each time a Weaponskill is landed or a Spell is casted. Duration 10s. Effect does not stack when hitting multiple targets with a single attack.

    Dark Mind=Reduce damage taken by 20%. Duration: 7s. Recast 25s. Targeting Self or Ally. Range= 30s. Additional Effect : Grants Dark Seal when used in combat [like how Astro's card only give divination seal if used in combat]. Dark Seal Effect : Dark Art consume 1 Dark Seal at a time instead of MP. Max Seals=2 Cost 3000 MP.[without something to stop natural mp regeneration and keep draining it, an action that prevent mp overcap is required to be implement earlier in the game]

    Living Dead=Prevent Your hp from dropping below 20%. If your hp is already reduced to 20% any further incoming damage will be negate. Remove Walking Dead and Healing Requirement. Max Duration is 10s. Recast : 300s [You don't need to make it so when the effect fade monster only need to breath on your neck to make you faint. 1 hp is too overkill. 20% is enough to keep us in a critical condition/fatal injured]

    Dark Missionary=Reduce [both magical and physical] damage taken by self and nearby party members by 10%. Additional Effect : Reduce damage delts by enemy within 15y radius by 10%. [Apply Debuff] Duration : 15s. Radius : 15y.

    Conviction = Type : Trait. Grant effect of Conviction. Gradualy Restore mp. Durations 30s. [500 x 10 ticks] Can only triggered once under effect of Weakness/Verge of Death. [Currently DRK is the tank who suffered the most when KO because regain a resource such as mp is very slow compared to other tank like GNB for example, only need 2 combos of 1,2,3. Only 6 gcds to recover all resource]

    The Blackest Night=Reduce Damage taken by 20%. Additional Effect : Restore hp upon landing Weaponskills or Spells. Cure Potency : 600. Duration 10s. Recast 90s. Effect does not stack when hitting multiple targets with a single attack.
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    Last edited by ninninin; 07-26-2021 at 08:04 AM.

  2. #2
    Player
    ninninin's Avatar
    Join Date
    Sep 2019
    Posts
    39
    Character
    Zzz Zzz
    World
    Kujata
    Main Class
    Ninja Lv 54
    A Chart of when the Actions are acquired:

    LV
    1-29 Remain the same.

    30 Darksides/Dark Art/Power Slash
    35 Dark Mind/Unlock Dark Seals/Blood Weapon
    38 Shadow Wall
    40 Stalwart Soul
    45 -
    50 Living Dead
    52 Dark Passenger
    54 Carve and Spit/Edge of Darkness
    56 Plunge
    58 Dark Emissary
    60 Conviction
    62 Abyssal Drain,Dark Art Mastery,Unlock Swirling Darkness
    64 Scourge
    68 Salted Earth,Blood Weapon Mastery,Unlock Blood Gauge
    70 The Blackest Night
    72 Enhanced Dark Passenger
    74 Enhanced Edge of Darkness
    78 Brand
    80 Carnage



    A sample of how a rotation/loop could look like :


    There is no Salted Earth,Brand and other Dark Mind in the rotation because it can't be predetermined.
    (0)
    Last edited by ninninin; 07-25-2021 at 05:27 AM.

  3. #3
    Player
    ninninin's Avatar
    Join Date
    Sep 2019
    Posts
    39
    Character
    Zzz Zzz
    World
    Kujata
    Main Class
    Ninja Lv 54
    Changes on other Tanks/Addle, Feint.
    [because an identity problem and balance can't be settled by dealing with one job only.]

    Reprisal,Low Blow and Interject=Remove from all Tanks to save the button.
    Full Swing=Replace Low Blow and Interject as a role ability that inflict both stun and interrupt.
    Addle and Feint removed from dps role action.


    GNB

    Heart of Stone=Damage Reduction Increase from 15% to 20. Available at lv6 instead of Camouflage

    Aurora= Cure Potency increased to 300 if the target's hp is less than 30% of max hp.

    Superbolide=Reduce hp to 20% of maximum hp instead of reduce to 1. No hp reduction if current hp is equal or less than 20%. Duration increased from 8s to 10s.

    Fated Circle=AOE potency reduced from 320 to 300. Cost 2 Cartridges. Available at LV 52. Upgraded to Enhanced Fated Circle At level 72.

    Enhanced Fated Circle=AOE potency increased to 350. Cost reduced to 1 Cartridge.

    Heart of Light=Reduce Both Physical and Magical Damage by 20% instead of 10%. Available at lv 58 instead of 64.

    Camouflage=Reduce damage taken by 20% instead of 10%. Additional Effect : Grant 5 stacks of Camouflage. Each stack grant 100% evasion against auto attack both melee and magical but doesn't have effect against strong attack like tank busters. Duration reduced from 20 to 10s. Recast 90s. Available at lv 68 instead of lv 6.

    *Continuation combo share the hotbar to reduce the button bloat.
    Gnashing Fang=Action Change to>Savage Claw. Savage Claw>Wicked Talon after execution.
    Jugular Rip>Abdomen Tear>Eye Gouge. Also share the same hot bar.
    *I only suggest this because it seem better than lose the actions because button bloat in 6.0 It is just a suggestion not a must*



    PLD

    [Since this job is going to be the a poster boy and could undergo lot of changes I've decide to suggest 1 change only]
    Divine Veil= No longer required to be triggered by healing. Available at lv 58 instead of 56. Effect changed to reduce damage taken by 15% instead of Barrier. Additional Effect: increases HP recovery received via healing actions by 20% to all party member in 15y radius as well. Duration reduced from 30s to 15s.




    WAR

    [Defensive kit need to be changed so that it won't share life drain style with DRK anymore and in return DRK won't have a barrier]

    Skull Sunder replace Overpower. 150 AOE potency. Targeting change from 8x8 Conal AOE to 10x10 Column AoE.
    Why Column aoe is better than Conal AOE?
    Conal VS Collumn

    Iron Skin =Reduce Damage Taken by 20%. Can target self or ally. Duration 7s. Recast 25s. Available at LV 30.[and remove Raw Intuition]

    Inner Beast=Potency Increase to 450

    Holmgang=Prevent attack from reduce your hp below 1. Grant Thrill of Battle when HP is reduced to 1. Thrill of battle Effect : Restore 100% of damage taken as hp. Duration 10s. Recast 360s. [Thrill of battle effect would persist even after hp is restored above 1 but will also fade when Holmgang fade]

    Steel Cyclone=Potency Increase to 300

    Mastering the Beast=Available at LV 45 Along with Steel Cyclone instead of LV 74

    Infuriate. Additional Effect : Grant 15 or 30s of Fury. Fury Effect : Increase damage dealt by 10%.

    Mythirl Tempest=Extend the effect of Fury by 15 or 30s.

    Butcher's Block=Replace Storm Eye. Extend the effect of Fury by 15 or 30s.

    Nascent Flash=Restore Hp. Cure Potency=1200. Recast 60s. Available at lv 56 instead of 76

    Shake It Off= Available at lv 58 instead of 68. Barrier reduced from 15% to 14%. No longer dispel any other mitigation effects. Barrier created depend on your max hp instead of target's hp.

    Decimate=Potency increase to 350

    Equilibrium=Creates a barrier that absorbs damage totaling 20% of maximum HP. Restore 20% of maximum hp when barrier is completely absorbed.
    Available at LV 68.

    Chaotic Cyclone=Potency increase to 450.

    [Convalescence return to Paladin and Life Drain return to Dark Knight. Warrior became a tank with strongest Barrier]

    Why am I suggesting that all tank should get Party Mitigation at lv 58?
    Because at this level player have to go through The Vault which make it a good practice ground with the raid wide aoe

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    Last edited by ninninin; 07-25-2021 at 08:02 PM.

  4. #4
    Player
    Anahlise_Auhn_Giinslai's Avatar
    Join Date
    Jun 2021
    Posts
    222
    Character
    Nanot'hrat C'hla'eag
    World
    Goblin
    Main Class
    Reaper Lv 90
    Alright.. I will start from the top and work my down, then... I am a few hours late, because I was quite busy, though.


    Quote Originally Posted by ninninin View Post
    The current Delirium,Bloodspiller and Quietus can be replace with something else.
    I agree with to remove the 5.x Delirium, and hope that the dev team will delete it and replace it with some other action, that better fits the Dark Knight identity, whether that be to bring back the old Delirium, or replace it with a new action; while on the other scale, I think that BloodSpiller and Quietus are fine, and that BloodSpiller just needs to be changed from wishes-it-was Fell Cleave, to feel more like its own thing, and not a spam action.

    Quote Originally Posted by ninninin View Post
    We can bring Dark Arts back as a simple oGCD that result in more gcd or more potency. / DA=Cost 3000 mp. Duration 10s. Recast=2s. Can only be executed while in combat. / Actions that Dark Arts has a effect on = Soul Eater, Unleash, Stalwart Soul, Dark Passenger, and Carve and Spit.
    Delirium + Soul Eater + Dark Art / Grants: Empowered. Action changed to power slash. Duration 10s [the Soul Eater used after Delirium, while under effect Dark Arts, will be Power Slash, instead.] / Power Slash: Deliver an attack with 600 potency to a single target. Empowered Fade upon execution.
    I agree with, and also want, the old Dark Arts action to return, but I am not certain about in what exact form and function, that it aught to return as...
    Over in the thread: "Should Dark Arts Come Back in 6.0? If so, What Should the Skill Do?"(I have no idea how to post a link), aside from going off-topic several times, some of us were to debate possible ways to bring back and/or redesign the old Dark Arts action... you can look at some of the ideas and the debate in there, if you want.
    On the other scale, your idea for the return of old Dark Arts resembles old Dark Arts a lot, I think.. while the idea of Dark Arts changes a action into another action, is a bit of interest, though...

    Quote Originally Posted by ninninin View Post
    Currently DRK is the only tank that suffered from having a spells as a standard AOE combo but that is ok, We can turn that to a unique feature.
    DA+Unleash, Stalwart Soul = Increase potency by 100 and grant acumen, acumen effect : reduce spell recast time by 20% duration 10s. [Maximum duration can't be extended. It will cap at 10s to prevent DA spam]
    I kind of like this idea... If Skill and Spell Speed remain as separate statistics, this could at least sort of alleviate the problem, a little.
    A suggestion: this aught to also apply to and affect the Unmend spell action.


    Quote Originally Posted by ninninin View Post
    Dark Passenger: Independent Free GCD, Type = Weaponskill, Deliver and attack with a potency of 300 to all enemies in a straight line [10x10y] before you. Restore 300 mp. Recast time : 30s. Share a recast time with Carve and Spit.

    Carve and Spit = Independent Free GCD, Type = Weaponskill, Deliver and attack with a potency of 500 to a single target.
    Restore 300 mp. Recast time : 30s. Share a recast time with Dark Passenger.

    DA+Dark Passenger = Increase Potency by 250. DA+Enhanced Dark Passenger=Increase Potency by 300
    DA+Carve and Spit = Grant Dark Edge. Duration 10s. Action Change to Edge of Darkness.
    Edge of Darkness= Type : Ability, Deliver an attack with 350 potency to a single target. Can only be executed while under effect of Dark Edge. Dark Edge fade upon execution. Enhanced Edge of Darkness=Increase Potency by 150 [total 500]
    a GCD with a CD is a little unorthodox, but the Dark Passenger idea looks good, to me. On the other scale, I do not agree with the Carve and Spit idea...
    I think that it would be better for the two actions to be on separate CDs, and I would prefer that Carve and Spit is changed back to its superior 3.x version. The idea to change Carve and Spit's Dark Artes effect looks fine to me, though. Carve and Spit could be changed to be only similar to its 3.x version, and have both the high damage and high MP restoration, instead of to use Dark Artes to choose one or the other.
    As for the new Dark Artes effect, suggestion: the oGCD ability, Edge of Darkness, is not affected by, and does not activate, Carve and Spit's CD; Edge of Darkness instead just replaces the action, until Edge of Darkness is used, and then reverts back to Carve and Spit. In this case, Edge of Darkness can be used while Carve and Spit is on CD, and there would the option to be able to activate Carve and Spit straight after Edge of Darkness.

    Quote Originally Posted by ninninin View Post
    Dark Art Mastery=Also grant Swirling Darkness with no time limit but fade after execution of a certain actions. Only 1 stack of Swirling Darkness could be held. Which mean it need to be spend before the next Dark Art is used.
    this new resource idea is a bit of interest to me, I kind of like it...

    Quote Originally Posted by ninninin View Post
    Abyssal Drain: Type, Spell. Deliver an attack with a potency of 600 to a target and all enemies nearby it. Restore 50% of damage delts as hp. Required Swirling Darkness like GNB's action required a Cartridge in Shadowbringers.
    Alternative suggestion: Swirling Darkness procs Abyssal Drain to change into a temporary upgrade, and Swirling Darkness is spent to use that special Abyssal Drain, before Abyssal Drain then reverts back to normal. this temporary upgrade would be the potency: 600 and 50% damage-to-HP absorption of your idea, of course.

    Quote Originally Posted by ninninin View Post
    Scourge= Type : Weaponskill. Deliver an attack with a potency of 400 to a single target. Additional Effect : Damage Overtime. Potency 100. Duration 18s. Required Swirling Darkness like GNB's action required a Cartridge in Shadowbringers. [This make scourge something between Goring Blade and Sonic Break. It is neither a Combo Ender like GB nor a Free GCD like SB. It is stronger than GB but weaker than SB. The duration is shoter than GB and SB]
    I think that the DoT from Scourge should be: initial hit, potency 350 - potency 75 ticks for 30 seconds - total potency: 1100
    if we compare this to Goring Blade and Sonic Break...

    Goring Blade: initial hit, potency 390 - potency 85 ticks for 21 seconds - total potency: 985
    Sonic Break: initial hit, potency 300 - potency 90 ticks for 30 seconds - total potency: 1200

    this seems to me like a good and fair place for Scourge's DoT to be, compared to the other two similar Tank DoTs... perhaps Dark Knight could also have a second DoT, along the lines of Circle of Scorn and Bow Shock, or Dark Knight could even be the main "DoT Tank", and have more DoTs than Paladin and GunBreaker.

    Quote Originally Posted by ninninin View Post
    Carnage=Type : Weaponskill. Deliver an attack to a target and all enemies nearby it with a potency of 1200 for the first enemy, and 50% less for all remaining enemies. [big sword slam with a range and radius of 3x5y.] Recast : 60s. Required Swirling Darkness like GNB's action required a Cartridge in Shadowbringers.
    This idea looks good and I am fine with it, so all that I will say is that it looks to be of interest and I approve of it.

    Quote Originally Posted by ninninin View Post
    Soul Eater/Stalwart Soul=Increases BlackBlood Gauge by 10 instead of 20.
    if the BlackBlood gauge points from these actions are reduced, then other actions will need to give BlackBlood gauge points, as well.

    Quote Originally Posted by ninninin View Post
    one / The easier way: Salted Earth operating the same way but require 50 BG with 15s recast time instead of 90s.
    2 / The more complex way: Salted Earth=Place an area of effect that continue to deals damage to a target and all enemies nearby it with a potency of 100 for the first enemy, and 50% less for all remaining enemies. Cost 50 BG. Duration 12s. Recast=12s. Targeting=Change from Ground AOE to Enemy only. [Please understand that it is very important to change the targeting mode from "ground target" to "enemy only" for smoother gameplay to ease the burden on the player]
    Action is changed to Brand for the duration of the effect.

    Brand [Use Sole Survivor Animation]
    *Caused Salted Earth to swirling and dealing instant damage to the target inside.* Marks target with the status Victim. If that target should be KO'd in battle, An attack with 300 potency to the enemies surrounding that target will be trigger. If the effect expires first, an attack with 500 potency will be inflict on that target instead. Duration 15s. Apply Annular effect on you when the effect expired. Annular Effect : Prevent the execution of Brand. Duration=120s. Show on Job hud UI.
    *[A multi hits, number of hits depend on the remaining duration of Salted Earth,More than 9s=4 hits,6s = 3hits,3s =2 hits,1s =1 hit. Ending the effect of Salted Earth at the same time].

    With this, we will have a DoT that requires knowledge of the fight, that could be triggered earlier if needed. Salted Earth can be triggered by Brand, and Brand can also be triggered by other actions, such as Carnage.
    My thoughts on this version of Salted Earth / If Salted Earth is a Dark Magic spell, it should cost MP instead, while if Salted Earth is a Blood Magic spell, then to cost BlackBlood points seems fine, and I think that Salted Earth should be no initial hit, with the DoT at potency 100 ticks for 30 seconds, since Brand activation can end the DoT at any time, any way; while the CD of Salted Earth could be either 30 or 45 seconds.

    on the other scale, a alternative idea for Brand: the multi-hit attack that comes from when Brand is used to end Salted Earth early, could be one hit for every tick of Salted Earth that did not tick off, and each hit of this Brand multi-attack is potency 200, so the Dark Knight could sacrifice the DoT for huge single-target damage, and this would make to spend Brand on Salted Earth a situational damage gain.
    In AoE situations, to spend Brand on Salted Earth would almost always be a bad idea, and in Single-target situations, because Brand has 120 second CD, while Salted Earth has a 30 or 45 seconds CD, is it NOT default "always better" to sacrifice the DoT for Brand, because the Dark Knight can, and may either want or need, to spend Brand on the other actions that it can affect... This would be only a situational gain option. At times, it would be better for the DoT of Salted Earth to just tick away.

    Last, you mention at the end of this section, that Brand interacts with other actions, Ninninin; so you should add entries to your post, that address what all actions that Brand would interact with, as well as how each interaction functions.


    Quote Originally Posted by ninninin View Post
    [...]Plunge: 2 Charges by default. / Grit: Additional Effect, Immune to silence. [DRK is the only tank that could suffered from silent debuff while fighting multiple target and it needed a way to prevent that]
    I can agree with, and would be fine with, both of these changes.


    Quote Originally Posted by ninninin View Post
    Darksides=Increase Damage Delts by 30%. Duration 15s. Recast 60s. [Use Blood Price animation. Instead of 10% the whole time I would prefer this to help me push through the situation that Damage is required. With 30% and 15s it could be something in the middle between Fight or Flight and No Mercy.
    this is Not a bad idea, I suppose... How about all three? Dark Knight could have the old DarkSide toggle on-off stance action, the current DarkSide passive buff, and then also have this version, but change its name to some other thing, so that it feels a little more new and different, from the DarkSide stance and DarkSide buff, while even the DarkSide buff could have a slight name change...

    Quote Originally Posted by ninninin View Post
    Blood Weapon = [Instantly increase Blood Gauge by 20 with BW Mastery] Grant 3 Stacks of Blood Weapon, Consume 1 stack and Restore 1000 MP [&10 BG with BW mastery] each time a Weaponskill is landed or a Spell is casted. Duration 10s. Effect does not stack when hitting multiple targets with a single attack.
    I am not against these "grant stacks" ideas, since they would fix Blood Weapon, which would be great, and are great ideas, but my personal preference would be to just increase the duration of Blood Weapon, to 11 seconds or some thing like that, so that the 5th hit of Blood Weapon is no longer a problem. If not a duration increase fix, then I agree with the grants stacks fix...

    Quote Originally Posted by ninninin View Post
    Dark Mind: Reduces damage taken by 20%. Duration: 7s. Recast 25s. Targeting Self or Ally. Range= 30s. Additional Effect : Grants Dark Seal when used in combat [like how Astro's card only give divination seal if used in combat]. Dark Seal Effect : Dark Art consume 1 Dark Seal at a time instead of MP. Max Seals=2 Cost 3000 MP.[without something to stop natural MP regeneration and keep draining it, an action that prevent MP overcap is required to be implement earlier in the game]
    This is.. quite a huge generous buff to Dark Mind, I love it. The Dark Seal resource and its effect on Dark Arts, is also a idea of interest... that would be far better than, and I would prefer that over, the dumb liability design of the mockery of Dark Arts, that The Blackest Night has for its if-broken bonus... Also, natural MP regeneration could just be turned off again, by the return of the old DarkSide stance, in my opinion.

    Quote Originally Posted by ninninin View Post
    Living Dead=Prevent Your HP from dropping below 20%. If your hp is already reduced to 20% any further incoming damage will be negate. Remove Walking Dead and Healing Requirement. Max Duration is 10s. Recast : 300s [You don't need to make it so when the effect fade monster only need to breath on your neck to make you faint. 1 hp is too overkill. 20% is enough to keep us in a critical condition/fatal injured]
    I have seen a lot of ideas for a Living Dead rework, and this one seems to me like a good one, better than some others that I have seen.

    Quote Originally Posted by ninninin View Post
    Dark Missionary=Reduce [both magical and physical] damage taken by self and nearby party members by 10%. Additional Effect : Reduce damage delts by enemy within 15y radius by 10%. [Apply Debuff] Duration : 15s. Radius : 15y.
    Similar to your Dark Mind idea, I agree with to make Dark Missionary have more use, and this idea looks good.

    Quote Originally Posted by ninninin View Post
    Conviction = Type : Trait. Grant effect of Conviction. Gradualy Restore mp. Durations 30s. [500 x 10 ticks] Can only triggered once under effect of Weakness/Verge of Death. [Currently DRK is the tank who suffered the most when KO because regain a resource such as mp is very slow compared to other tank like GNB for example, only need 2 combos of 6 gcds to recover all resource]
    I can agree with a idea to deal with the KO penalty on MP...
    A of ease alternative would be to have instant MP restoration, after the Dark Knight recovers from KO, such as instant restoration of 3000 MP, for a example.

    Quote Originally Posted by ninninin View Post
    The Blackest Night=Reduce Damage taken by 20%. Additional Effect : Restore hp upon landing Weaponskills or Spells. Cure Potency : 600. Duration 10s. Recast 90s. Effect does not stack when hitting multiple targets with a single attack.
    I do not agree with to change The Blackest Night into damage mitigation, as I think that it should remain a Barrier, since Barriers are a magic theme and Dark Knight is a magic user... on the other scale, the other half of your idea, the HP restore effect, I think is fine and can agree with. I will also add that I think that The Blackest Night's if-broken bonus needs to be changed from a damage potential liability, into either a additional defense bonus, or a HP restoration related effect.
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    Last edited by Anahlise_Auhn_Giinslai; 07-25-2021 at 01:18 PM. Reason: my OCD, do not mind me. / also to fix some typos.
    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    [...]A much better thing to do with a large amount of actions, too many for a player to use all of the actions, is to create in-class diversity. ...hieh.. my disappointment finds it mind-blowing stupid that FFXIV never did this, and has always done that delete actions nonsense, instead.[...] ------------ [...]"I want you to lower me down into my coffin... so that you can.. let. me. down.. one. last. time." - 6.0 Dark Knight[...]
    [...]"...you want to know.. why I chose to abandon the abyss for the void? ...It is simple. That power of darkness did fail me, so I chose to embrace a new power of the darkness...." - Anahlise, a Reaper[...]

  5. #5
    Player
    ninninin's Avatar
    Join Date
    Sep 2019
    Posts
    39
    Character
    Zzz Zzz
    World
    Kujata
    Main Class
    Ninja Lv 54
    You can't make all tank unique by have them shared unique feature with each other. When the time passed and the defensive kit expanded, it will eventually overlap and identity problem will return. Warrior have "Increase Max HP" "Create another Life Bar" so let that be their personal theme. PLD= Block, GNB=Evasion, DRK= Life Drain and curse because DRK is the opposite of Holy Knight and Holy Knight's usually have ability that healing self/other and blessing. Life Drain count as a magic part of The Blackest Night and it also a trait of the boy name Myste.

    Tho Soul Eater and Stalwart generate less BG it is still enough to let you use 2 Salted Earth per minute when you count BG gained from blood weapon. Salted Earth will required precise timing and knowledge to make the most out of it. Having BG generated too fast would be a problem.
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    Last edited by ninninin; 07-25-2021 at 09:20 AM.

  6. #6
    Player
    Anahlise_Auhn_Giinslai's Avatar
    Join Date
    Jun 2021
    Posts
    222
    Character
    Nanot'hrat C'hla'eag
    World
    Goblin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by ninninin View Post
    Although Soul Eater and Stalwart Soul generate less BG it is still enough to let you use 2 Salted Earth per minute when you count BG gained from blood weapon. Salted Earth will required precise timing and knowledge to make the most out of it. Having BG generated too fast would be a problem.
    Ahhh... Is that what you were to think. I was more to think, "more than one action would cost BlackBlood points", but if Salted Earth is the only spender
    of the BlackBlood Gauge, then the low and slow generation of BlackBlood points would not be a problem, yeh...
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    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    [...]A much better thing to do with a large amount of actions, too many for a player to use all of the actions, is to create in-class diversity. ...hieh.. my disappointment finds it mind-blowing stupid that FFXIV never did this, and has always done that delete actions nonsense, instead.[...] ------------ [...]"I want you to lower me down into my coffin... so that you can.. let. me. down.. one. last. time." - 6.0 Dark Knight[...]
    [...]"...you want to know.. why I chose to abandon the abyss for the void? ...It is simple. That power of darkness did fail me, so I chose to embrace a new power of the darkness...." - Anahlise, a Reaper[...]

  7. #7
    Player
    Annihilism's Avatar
    Join Date
    Oct 2013
    Posts
    68
    Character
    Angelus Reflex
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    Look at all the cool animations DRK used to have just be replaced with an edgy WAR clone.
    (5)