Dark Knight (DRK):
There are two things DRKs can really feel. One, the dps/burst dps is very obviously the best - when the EX2 crystals die and your add disappears while the other lives, you know you're pumping out loads of damage and this feels good. Two, when bosses are not scary but dungeon pulls are, this feels bad. DRK feels starkly different from the other tanks to play and to heal for, especially in HW/ShB/EW dungeons. They need a change for the sake of both old players and new players to bring DRK in line with the way people expect tanks to handle dungeons these days. Other things I've noticed, I will not mince words on: Oblation is bad, Living Dead is bad, TBN is great except for when it's bad. I could point to more, but those are beyond the scope of the suggestions I'd like to make here.
DRK Suggestions
> Quietus reduces the recast time of Abyssal Drain/CaS by 15 seconds. This is the smallest change I can think of to give DRK the help they need in dungeons without affecting Trials/Raids significantly, short of just making Quietus heal like Abyssal Drain does. We know they can implement this mechanic thanks to Enhanced Unmend (lol), this is a property that should be added to the Enhanced Blackblood trait do it takes effect as early as possible.
> Oblation. Even the name doesn't make sense - did they mean the archaic form of Ablation? To take away incoming damage? How would this move be an Oblation, an offering to God?
Even if you could put both charges on one target it wouldn't be as good as Intervention or Corundum and would cost twice the oGCD windows.
Rename it Ablation, target party member takes 10% less damage, you are healed for the damage prevented. Works like Oblation for party wide damage and a double tank buster scenario, only with better TBN synergy and uses only one oGCD.
> TBN is great. It scales with your Effective HP, meaning it will eventually be bad. By i575 with food, I was noticing tank busters and raid damage couldn't reliably break my TBN in EX2, and now at i580 it's the same problem even without food. As a result DRK becomes less fun to main tank with the stronger it gets, because TBN becomes effectively more costly.
At a minimum, the MP cost of TBN should be halved (the free attack on break becomes a +1500 net MP instead of a +0 net MP). This would emphasize placing TBN strategically where it needs to go to break every time (+1500 net MP over just using EoS) compared to current cost (+0 net MP over EoS) and compared to no cost / free attack guaranteed (mindless mash whenever CD comes up).

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