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Thread: DRK change idea

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    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by zmas View Post
    Problems: 1.) 2.) 3.)
    1.) Souleater is a bit boring when we had Powerslash & HW Delirium to choose from. Torcleaver combo is actually more distinctly visible on the odd minute cycle given you weave far less on that one.

    2.) Yes. The Souleater combo does a lot for the job, but it also kind of is just... that. We used to have Plunge but it got completely replaced by Shadowstride rather than having both..

    3.) Technically bosses that become untargetable are balanced and designed in such a way where this becomes less of an issue in between the 60s Bloodweapon/Delirium cycles. That being said, I do think they should give us back either +2 stacks on Bloodweapon buff which they took away, or make each Bloodweapon stack give +1000 MP rather than +600.

    Quote Originally Posted by zmas View Post
    Here is my suggestion on how to make Dark Knight more interesting. I will change Dark Arts, The Blackest Night, Oblation, Shadowstride and Enchanted Unmend. I'll try to keep the changes simple.

    1.) 2.) 3.) 4.) 5.)
    1 + 2.) Stockpiling two stacks of Dark Arts is very welcome for sure. Would allow for more free TBN usage without having to spend DA in between TBNs. As for the reduced MP cost - either Edge/Flood of Shadow also have an MP cost of 1500 or a Dark Arts stack only reduces the MP cost of Edge/Flood by 50% (1500) - if neither of these happen to balance it out, TBN will become a sizeable DPS gain if you manage to consistently break it. I personally don't mind this as it is completely independent of enmity status (MT/OT), but it would absolutely result in a nerf of Edge/Flood to account for the potential DPS increase.

    3.) The idea is novel and plays into the roots of Final Fantasy Dark Knight with the "HP as a resource" concept, but I do suggest that the HP shield is bigger than what you spent. 10% HP cost to 15-20% HP shield is my personal suggestion, even with the 10% base damage reduction kept in mind.

    4.) 20y forward is a huge distance, all other dashes/backflips of that type are 10-15y. There is a good chance you are going to overshoot your intended spot; without Plunge existing as an alternative (targeted) dash, this would be actually a painful gimmick to deal with. Alternatively, it could behave like Shukuchi (ground-targeted) or Icarus (can be used on teammates), that way it would stand out again.

    5.) Replace it with a proc that let's use Plunge after using Unmend (and lower the Lv requirement to learn it to at least the Lv62-70 range).

    Enhanced Unmend (Lv.54-70 Trait)
    Upon execution of Unmend you are granted the effect of "Plunge ready", changing the action Shadowstride to Plunge and allowing you to use Plunge without cost.

    Plunge (Lv.54-70 Ability)
    Rushes target and delivers an attack with a potency of 200.
    Bonus effect: Enhanced enmity

    ※This action cannot be assigned to a hotbar.
    ※Shadowstride changes to Plunge when requirements for execution are met.
    (2)
    Last edited by Reinhardt_Azureheim; 02-02-2025 at 03:43 PM.