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  1. #1
    Player
    Jakulo's Avatar
    Join Date
    Feb 2021
    Location
    Gridania
    Posts
    36
    Character
    Lukatiel Candes
    World
    Diabolos
    Main Class
    Dragoon Lv 90

    Two ideas for dark knight

    It's the holidays and I got too much time on my hand siting in pf so I thought of two different ideas for a overhaul to drk.

    Idea #1: Incorporating old dark arts in the style of sage.

    Dark arks: gcd spell 1.5s recast. Grants dark arts. The current DA gauge will serve as an indicator similar to sage.
    Dark arts augment our offensive abilities.
    It will cost 1500mp.
    TBN will also cost 1500mp and it will now grant this dark arts when broken. This is a dps gain of sorts, as it is essentially a way to get dark arts without needing to pause your attack.

    DA effect on skills:

    Scourge: Dot weaponskill, potency increase under dark arts or only usable under dark arts.

    Carve and spit: guaranteed critical hit under the effect of dark arts.

    Bloodspiller: potency increased to 650 under the effect of dark arts.

    Quietus: potency increased to 250 under the effect of dark arts.

    Salted earth: cd reduced to 45s, cost 15s of darkside. Passively generate blood for the duration.
    Salt and darkness: potency reduced to 250. Only usable under dark arts.

    Changes to other skills:

    Edge of shadows: potency reduced to 280.

    Bloodweapon: grants 5 stacks of bloodweapon, landing weaponskills and spells consumes one stack and restores 600mp, 10 blood, and 150 potency heal.

    Abyssal drain: cd reduced to 30s. Healing potency to 150, and grants 50 potency regen for 15s.

    Delirium: consumes 30s of darkside. Grants 50 blood and grants blood price.
    Blood price: increase mp regeneration for 12s.

    Shadowbringers: weaponskill, 10cd. Only usable when living shadow is active. Grants dark arts.

    Living shadow: consumes 24s of darkside. Allows for the execution of shadowbringers.

    Oblation: upgrades from dark mind, 2 charge 60s cd. Reduced damage taken by target by 15% and grants an additional 15% magic reduction to self.

    TBN: cost reduced to 1500mp. Duration increased to 8, reduced damage taken by 10% for 6s when the shield breaks including damages that exceed the shield.

    Living dead: Grants living dead for 10s when activated. Effect transforms to walking dead upon taking lethal damage and grants 5 stacks of waking dead for 12s.
    Walking dead: Most attacks will not drop you below 1 hp for 10s.
    Waking dead: Consumes one stack waking dead when landing a weaponskill or spell, healing for 10% of your maximum hp. When the effect of waking dead ends, each remaining stack of waking dead will damage you for 10% of your maximum hp.

    Traits:

    Lv.82 Enhanced dark mind: upgrades dark mind to oblation.

    Enhanced unmend changed to blackest blood: 200 potency heal and restores mp when you spend blood.

    (This is more so just to see if a dark arts system of old can but brought back in the current iteration of drk done in the same way as sage's eukrasia.)

    Idea #2: Focus on the three resources of dark knight.

    Black blood is now gained passively when darkside is active and the blood gauge will fill by 5 every 3 seconds. Dark arts will function completely differently.

    Changes to blood related abilities:

    Bloodspiller/ Quietus: always restores mp. Grants one charge of dark arts.

    Living shadow: negates the costs of darkside of certain abilities when active. Every attack will restore 200 mp. Grants from one charge of dark arts.

    Delirium: cost 20s of darkside. Double the rate of blood accumulation from darkside for 15s.

    Souleater: increase blood gauge by 10.

    Changes to mp related abilities:

    Edge of shadow: potency reduced to 280.

    Abyssal drain: Unlinked from C&S. 30s cd and cost 3000 mp. 300 potency and heal for the same amount. Place a debuff on the target for 10s that heals you for 100 potency when you land a weaponskill or spell.

    Blood weapon: 5 stacks of blood weapon for 20s. Increase blood gauge by 5 and restores mp per stack.

    Carve and spit: fills blood gauge by 20.

    Changes to dark arts:

    TBN: no longer grants DA or cost mp. Now costs 15s of darkside and increases blood gauge by 30 when broken. Duration increased to 8s and reduced damage taken by 10% when broken.

    Dark arts: now unlocked at lvl90 and holds up to 2 charges.

    Shadowbringer: weaponskill with 2 charges on 20s cd. Only usable under darkside and cost one charge of dark arts. Potency reduced to 350.

    Changes to other abilities:

    Salted earth: cd reduced to 45s. Adds salt and darkness at lvl86, dealing aoe damage around you before leaving behind a dot on the ground. Initial potency reduced tp 250, dot unchanged.

    Dark mind: upgrades to oblation at lvl82. 15% damage reduction and 15% additional magic damage reduction. Targetable, 60s 2 charges.

    Changes to traits:

    Lvl.82 Dark mind mastery: upgrades dark mind to oblation.

    Lvl.84 Blackest blood: bloodspiller and quietus heals for 200 potency.

    Lvl.86 enhanced salted earth: adds salt and darkness to the initial activation of salted earth.

    Lvl.90 Dark arts: accumulate of dark arts when spending black blood.

    (This is a overhaul to nearly every aspect of the current drk by adding more interaction between our job gauges and resources as well as retooling certain mechanics.)
    (3)
    Last edited by Jakulo; 01-02-2022 at 07:27 AM.

  2. #2
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    I like the Delirium rework. That sounds pretty cool. DA being a GCD could be clunky but we would have to see how it plays first.

    I always thought there might be a chance (albeit slim) they might think about Dark Arts again after seeing Sages Eukrasia. Still weird though how they removed a skill that directly ties into the lore of Dark Knight. I mean, they literally designed the skill exactly as the lore described its appearance. Igniting your aether through emotions, resulting in a dark blue flame.

    Overall, not bad ideas. It revolves around using Dark Arts, as DRK should.
    (0)
    Last edited by Sazuzaki; 01-02-2022 at 08:13 AM.

  3. #3
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    579
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Dark mind upgrade. Cool, with the exception that it just needs to be 15%. Drain abilities so DRK can feel more like DRK and have dungeon self-sustain cool. The rest doesn't need to happen. They probably should also just get rid of Darkside altogether as it doesn't really have any true function and feels like something tacked on and currently forces you to use one of the OGCDs or break TBN to gain access to shadow bringer.
    (0)