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  1. #3
    Player
    Garlan's Avatar
    Join Date
    Oct 2017
    Posts
    27
    Character
    Silun Kagon
    World
    Adamantoise
    Main Class
    Dark Knight Lv 90
    Oblation
    Reduces damage taken by a party member or self by 10%.
    Duration: 10s
    Additional Effect: Grants Penitent Soul to target, nullifying damage equivalent to a heal of 800 potency. Grants Blood Communion upon effect expiration.
    Duration: 8s
    Blood Communion Effect: Restores HP every time damage is suffered.
    Cure Potency: 200
    Duration: 10s
    Maximum Charges: 2

    7.0 Ideas

    This is mostly for fun, as I enjoy speculating on what additions DRK could possibly get in future expansions. Take the following with a hefty grain of salt! I tried not to overload the kit with new buttons, as Yoshi P says he wants to keep the current amount of skills/keybinds roughly the same as 6.0 going forward.

    Level 92
    Enhanced Blood Weapon (Trait)
    Adds a healing effect to Blood Weapon.
    Cure Potency: 400

    A simple, thematic trait to help DRK's non-shield sustain.

    Level 94
    Soul Eater Mastery (Trait)
    Upgrades Soul Eater to Soul Devourer

    Soul Devourer (Weaponskill)
    Delivers an attack with a potency of 140.
    Combo Action: Syphon Strike
    Combo Potency: 390
    Combo Bonus: Restores own HP
    Cure Potency: 300
    Combo Bonus: Increases Blood Gauge by 20 and restores MP (200).

    This change was more or less a person pet-peeve. Soul Eater is supposed to DRK's signature FF skill, but it lacks a visceral and visual impact. To remedy this, I thought it would be neat if all the tank's primary combo finisher's recieved a visual update and were slightly buffed. Soul Eater's unique addition would be a small MP increase if combo'd, allowing DRK players to pool enough MP for an Edge/Flood use after 4 combo chains as opposed to 5.

    Level 96
    Darkness (Ability)
    Deals unaspected damage to target and all enemies nearby it with a potency of 500 for the first enemy, and 50% less for all remaining enemies.
    Darkside Gauge Cost: 60

    Enhanced Darkside (Trait)
    Extend's Darkside's duration to a maximum of 90s

    This ability came about after hearing people bemoan that Darkside is basically a non-existent resource; a timer that is more or less constantly capped and impossible to fail as a mechanic. Darkness would be an exploratory ability that tries to make Darkside more meaningful and important to our rotation rather than a buff we apply and forget about. The trait to increase Darkside to 90s exists to allow some leeway into when Darkness is used to prevent Darkside from overcapping or being prematurely lost during hectic bursts. However, this is a highly experimental ability that could very well overcomplicate DRK rather than become a welcome addition to the kit.

    Level 98
    Enhanced Dark Missionary (Trait)
    Adds a barrier effect to Dark Missionary that nullifies magic damage equal to a heal of 400 potency.

    Like Soul Devourer, I imagine all tanks could possibly get a small bonus to their AoE mitigation. Is it needed? Not really. It's more or less a filler trait to enhance party survivability.
    (0)
    Last edited by Garlan; 01-21-2022 at 04:27 PM.