At this point I think I’d take literally anything over the incredibly basic rotation DRK has right now. I don’t think it’d even be hard to give it a mildly interesting rotation, you could just shuffle some CDs around at the very least. Iirc DRK has 60% or more of its damage tied up in one 20 second window each minute, so surely it wouldn’t hurt to give it the tiniest crumb of activity outside of burst.
Even something we simple as, say, a 40s Delirium and a standalone DoT or damage GCD with a 30s CD (hell, make Carve and Spit 30s or decouple Abyssal Drain and make it 30s). That would make it so you do your opener, 123 for a little bit, fire off your 30s thing, Delirium combo, 123 for a little bit and fire off your 60s and 30s CDs, Delirium combo, 30s thing, 123 for a little bit, and voila you’re back to 2 minute burst. Just the most basic barebones cooldown management, like not drifting anything that goes into 2m, or knowing when you should use or hold your DoT because the boss is about to be untargetable. I could care less about damage, nerf the bloodspiller potencies, I don’t care, just let me do something.
At level 100, I shouldn’t be staring at the same 3 attacks for something like 80s every 2 minutes, with 3-4 bloodspillers thrown in just to keep from overcapping. Beyond being unfun, it runs antithetical to this push from Square for aesthetically pleasing and flashy rotations over all else. I enjoy the super powerful burst and tiny bits of damage optimization you can squeeze out, but DRK’s downtime at level 90 is one of the most boring jobs in the game short of a healer with no one to heal. 123 of the same floaty, generic looking attack animations over and over. At least give us Power Slash or old Delirium back or something.
Making DRK the tank with a 40s action cycle could actually serve as a form of identity among the other tanks, since it wouldn’t be losing much damage except potentially its 60s personal burst under Mug (which it didn’t benefit much from anyways because DRK’s odd minute burst is anemic).

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