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  1. #1
    Player
    Avorie's Avatar
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    Feb 2022
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    Don't Remember
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    14
    Character
    Avory Bernkastel
    World
    Jenova
    Main Class
    Dark Knight Lv 90

    Minor DRK Changes. That could be good for it.

    So everything from current DRK is kept the same, but here is what I'll change with the next patch.

    Abyssal Drain: Now has 2 stacks to compensate for the loss of Plunge. The Healing Potency is also increased along withe the damage while keeping the additional 600 mp generated. And remove it from the recast timer of Carve & Spit, while also making the recast time 30s.

    Note: This will help with the APM, and the downtime a little. Also, since DRK has been struggling with self sustain, this will increase its chances of keeping itself up longer during pulls, additionally, when its the last man standing during mini-boss fights.

    Enhanced Unmend: Remove the 'lower cast timer for Shadowstride' and put it on Abyssal Drain, again connected to self sustain, it with the same thing in mind, making unmend an actual better tool.

    The Blackest Night 2
    : Increase the recast time to 25s while also removing the 3000 mp needed to cast the move, when under the effect of tbn, when you barrier is broken, not only do you get a free edge, but you also get a secondary effect called Oblation which reduces damage taken by 10% for 10s.

    Salted Earth/Blood of the Land: Since Salted Earth has a high recast time of 90s, Salted Earth should have the same Regen effect it does in PVP, when under the effect of Salted Earth, by standing in it, you gain a buff called 'Blood of the Land' that Regens you with a cure potency of 200.

    These are just some minor changes that I'd do with the experience I have so far with the current iteration of DRK. what do you guys think?

    Edit: another idea I just thought of

    Soul Enslavement
    : This would be an Aoe move which does increased damage to the first target, but does less for the rest.
    This move also increases the damage/healing Soul Eater does as well as increased the damage/healing potency for AD. only thing I'm not sure on is the recast timer
    and the potency.
    (1)
    Last edited by Avorie; 07-10-2024 at 04:40 PM.

  2. #2
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
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    2,515
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    I like most of them (Abyssal Drain healing should only grant bonus healing for first target though), but I dislike the TBN one.

    The single greatest offender is upping the recast from 15s to 25s. The short recast timer has more potential value than the Oblation proc you are trying to shoehorn in.

    For the longest time, the design idea for tanks is to not make defensives result in large, consistent amounts of damage or make defensives cost damage with no way to reimburse the loss for correct use. The removal of the MP cost would lead TBN to be a button you want to press nearly on cooldown because you turned it into a DPS gain for every break.

    Unless tank gameplay shifts across the board to make correct defensive usage result in direct DPS gain (beyond Vengeance), this is a hard pass.

    Aside from the obvious dps gain, removing the MP cost altogether removes the last bit of resource management DRK has left. They removed blood cost from Living Shadow, making blood now just a bloodspiller/quietus gauge. Your change would turn MP into a pure Edge/Flood of Shadow gauge. You'd literally kill the last interesting thing DRK has going for itself and as a long-time DRK main, you'd make me quit the job altogether.
    (1)
    Last edited by Reinhardt_Azureheim; 07-10-2024 at 03:24 PM.

  3. #3
    Player
    Avorie's Avatar
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    Feb 2022
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    Don't Remember
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    14
    Character
    Avory Bernkastel
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Reinhardt_Azureheim View Post
    I like most of them (Abyssal Drain healing should only grant bonus healing for first target though), but I dislike the TBN one.

    The single greatest offender is upping the recast from 15s to 25s. The short recast timer has more potential value than the Oblation proc you are trying to shoehorn in.

    For the longest time, the design idea for tanks is to not make defensives result in large, consistent amounts of damage or make defensives cost damage with no way to reimburse the loss for correct use. The removal of the MP cost would lead TBN to be a button you want to press nearly on cooldown because you turned it into a DPS gain for every break.

    Unless tank gameplay shifts across the board to make correct defensive usage result in direct DPS gain (beyond Vengeance), this is a hard pass.

    Aside from the obvious dps gain, removing the MP cost altogether removes the last bit of resource management DRK has left. They removed blood cost from Living Shadow, making blood now just a bloodspiller/quietus gauge. Your change would turn MP into a pure Edge/Flood of Shadow gauge. You'd literally kill the last interesting thing DRK has going for itself and as a long-time DRK main, you'd make me quit the job altogether.
    Hm, I agree on tbn about the edge (heh) I guess I really didn't think about the management of MP, then again you would get a greater mp gain with AD.
    But I think if I you put oblation on tbn under the 15s cool down timer, if you don't get damage then, you'd still get a proc of oblation.
    Which would still make it a pretty good defensive while keeping the management system of the 3000 mp. This way, you'd probably be able
    to do Oblation a lot more than just the 2 charges.
    (0)
    Last edited by Avorie; 07-10-2024 at 04:24 PM.

  4. #4
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,515
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Avorie View Post
    Hm, I agree on tbn about the edge (heh) I guess I really didn't think about the management of MP, then again you would get a greater mp gain with AD.
    But I think if I you put oblation on tbn under the 15s cool down timer, if you don't get damage then, you'd still get a proc of oblation.
    Which would still make it a pretty good defensive while keeping the management system of the 3000 mp. This way, you'd probably be able
    to do Oblation a lot more than just the 2 charges.
    Would be interesting, but in many cases where you TBN you also Oblation as an extra layer. So using the exact same buff could lead to unwanted overwriting or a buff that is redundant after the burst damage has already been dealt.

    If we seek inspiration, looking at Arcane Crest from Reaper to grant DRK a regen on self on shield break would sound interesting.
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