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  1. #1
    Player
    Luxegis's Avatar
    Join Date
    Jul 2024
    Posts
    3
    Character
    Samus Luxegis
    World
    Siren
    Main Class
    Sage Lv 100

    DRK Rework Suggestion

    I've been a Dark Knight main since I've started this game, but this is the first time I've switched to Gunbreaker for raid tier due to the state of Dark Knight at the moment.

    With how often and how hard auto-attacks occur this tier, I've had to beg my healers for healing during those occasions. Not to mention, three of the four tankbusters this tier are physical which makes Dark Mind completely useless.

    This is what I've had in mind to bring Dark Knight up to par with the other tanks while still retaining some of the flavor instead of copying the healing of other tanks.

    TBN no longer cost mp and still has a 15 second cooldown. When TBN breaks, the cooldown of TBN is reduced by 10 seconds. I've imagined this as a way to still reward smart usage while not punishing the user as much. Ex M1S Post Mouser 1 where the has to get knocked back and go into spread positions to avoid overlapping AOEs. Immediately after this the boss will target the main threat with heavy auto attacks. This change to TBN could answer situations like these and feel rewarding.

    Dark Mind would be 10% general damage mitigation and 10% magic mitigation and will also grant Shadowskin, a 10% max HP shield, doubling down on Dark Knight's shield theme. This would be the equivalent of Gunbreaker camouflage ability and would great increase the versatility of this ability.

    Oblation would be a simple change. Just adding a regen effect to the ability. However, ive noticed most regen effect last for 15 seconds so maybe the duration of oblation woukd need to be increased to match it

    Dark Missionary obtained below level 70. Dark Knight is the worst tank to bring to level 70 ultimates and it feels bad that their only way to contribute is Reprisal.


    In terms of damage rotation, this is a bit trickier. Ive suggested reducing the cooldown of Blood Weapon/Delerium to 40 seconds so that the MP regeneration is back to pre-Dawntrail levels.
    I was theorycrafting about how, instead of using MP on Edge/Flood of Shadows for Darkside, an older version of Blood weapon could come back. It would be a toggle ability that would reduce skill speed to 1.5 seconds but cost 1000 MP for each weaponskill hit.

    To make up for loss of oGCDs, I'm thinking the ability Shadowbringers can fill that niche. Instead of two charges of it, it would cost 3000 MP. A weaker version of it can be obtained at lower levels where it does comparable damage to Edge of shadow and gives damage falloff to subsequent enemies

    Not really an issue for raids but for dungeons, Abyssal Drain would have no cooldown but cost 3000 MP. This should give a bit of options in dungeons. Either Shadowbringers for damage or Abyssal Drain during mob pack pull.
    (1)

  2. #2
    Player
    Terhix's Avatar
    Join Date
    Dec 2021
    Posts
    121
    Character
    Thane Ryder
    World
    Ragnarok
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Luxegis View Post
    TBN no longer cost mp and still has a 15 second cooldown. When TBN breaks, the cooldown of TBN is reduced by 10 seconds.
    This would make DRK effectively impervious to damage on W2W pulls in dungeons.

    Quote Originally Posted by Luxegis View Post
    Dark Mind would be 10% general damage mitigation and 10% magic mitigation and will also grant Shadowskin, a 10% max HP shield, doubling down on Dark Knight's shield theme. This would be the equivalent of Gunbreaker camouflage ability and would great increase the versatility of this ability.
    That seems a tad strong to me and would almost definitely require the CD raised to 90s.

    Quote Originally Posted by Luxegis View Post
    Oblation would be a simple change. Just adding a regen effect to the ability. However, ive noticed most regen effect last for 15 seconds so maybe the duration of oblation woukd need to be increased to match it
    Problem with adding a regen to Oblation is that it would make it a strictly better Aurora. I also don't really think Oblation needs any changes, it's an extremely versatile cooldown. DRK needs a bit more sustain but there are better candidates for it (AD/C&S).

    Quote Originally Posted by Luxegis View Post
    Dark Missionary obtained below level 70. Dark Knight is the worst tank to bring to level 70 ultimates and it feels bad that their only way to contribute is Reprisal.
    This is such a frequently requested thing if they don't do it in 7.1 there should be a riot.

    Quote Originally Posted by Luxegis View Post
    In terms of damage rotation, this is a bit trickier. Ive suggested reducing the cooldown of Blood Weapon/Delerium to 40 seconds so that the MP regeneration is back to pre-Dawntrail levels.
    At level 100 compared to EW we're down "just" 600MP per minute (Delirium combo grants 200MP per hit on top of 600MP from Blood Weapon), there are other buttons we could get it from (AD/C&S comes to mind again).
    (1)

  3. #3
    Player
    kulsor's Avatar
    Join Date
    Aug 2013
    Posts
    2
    Character
    Sooty Underfoot
    World
    Ultros
    Main Class
    Dark Knight Lv 100
    made a list of changes I wish to see but some of the big ones would have abyssal drain return as a GCD and make it an AoE combo ender but go unleash -> abyssal drain for Hp + mp/blood while keeping unleash ->stalwart soul, makes us a little different from the other tanks but still fixes the self-sustain issue we have in dungeons.

    another is to living dead. The only advantage LD has compared to the other invulns is the leniency of pushing it since we have to "die" to activate the invuln part; however, it is also a con as when using it in dungeons it can be wasted when healers are just spamming us with heals if they don't see us trying to "die". We need a sub-ability to activate our "death" like superbolide. I gave it a little bonus of doing AoE damage to have the old fantasy of using health as a damage resource but it should only be added if it CANNOT be buffed with any damage amps and cannot crit. If its 1000 damage no buffs or trick attack, it will do 1000 damage with buffs and trick attack out.

    another change would retire dark mind to a 5% magic damage reduction trait and in exchange give extra charges of oblation (also make it more available in the early levels) in case of button bloat starts to become too much.
    (0)