As many a DRK player could say, the current iteration of Dark knight is better than the SB but still feels like a step down when comparing it to HW.
2 expansions in a row, DRK has been saved from being ditched in droves by an amazing capstone ability. The Blackest Night is by far one of the best abilities in the game, and summoning Fray always feels awesome even if his rng and 6 second delay on spawn leaves something to be desired.
Which leaves the question, going forward, how should SE change DRK for 6.0?
Before we begin to answer that, we must ask ourselves why DRK was loved so much in HW and so hated in SB. For the sprouts among us and any veterans who need a refresher, here is an overview of the HW DRK skills
https://www.youtube.com/watch?v=0VOJncaYam8&t=98s
To summarise:
3 combo finishers with their own uses. Soul eater, enmity power slash and delirium.
A powerful DOT for its time in addition to a weaker ground dot
2 debuff attacks. Dark passenger and original reprisal
4 Unique mitigation buffs and living dead
2 very potent mp restoratives and unique stances that were different from the other 2 tanks, in addition it had dark arts which cost 1/4 mp in order to change certain abilities.
Between SB and ShB we have lost 16 skills while only gaining 6, the majority fun stuff.
As mentioned before though we did get some good skills from these two expansions thank goodness.
So I would propose a new skills list, to take the good stuff from SB and SHB and put them with the still relevant things from HW. After all we don't have enmity combos anymore.
A total of 25 skills (2 more than current version) but that includes undoing the unneccessarily homonogized stun (why should pld get to keep theirs?) and rampart, so them aside its same number
https://docs.google.com/document/d/1...it?usp=sharing
I tried to emphasise the self sustain and shield aspect while reworking the old dark arts complexity as a stacked buff that the player had to sparingly use once every 30 seconds
I also aimed for a skilled player could heal their own living dead if they weaved enough with the new blood weapon, but more casual players can at least take off some pressure on the poor scholars
Let me know what you guys think
Continue reading...
2 expansions in a row, DRK has been saved from being ditched in droves by an amazing capstone ability. The Blackest Night is by far one of the best abilities in the game, and summoning Fray always feels awesome even if his rng and 6 second delay on spawn leaves something to be desired.
Which leaves the question, going forward, how should SE change DRK for 6.0?
Before we begin to answer that, we must ask ourselves why DRK was loved so much in HW and so hated in SB. For the sprouts among us and any veterans who need a refresher, here is an overview of the HW DRK skills
https://www.youtube.com/watch?v=0VOJncaYam8&t=98s
To summarise:
3 combo finishers with their own uses. Soul eater, enmity power slash and delirium.
A powerful DOT for its time in addition to a weaker ground dot
2 debuff attacks. Dark passenger and original reprisal
4 Unique mitigation buffs and living dead
2 very potent mp restoratives and unique stances that were different from the other 2 tanks, in addition it had dark arts which cost 1/4 mp in order to change certain abilities.
Between SB and ShB we have lost 16 skills while only gaining 6, the majority fun stuff.
As mentioned before though we did get some good skills from these two expansions thank goodness.
So I would propose a new skills list, to take the good stuff from SB and SHB and put them with the still relevant things from HW. After all we don't have enmity combos anymore.
A total of 25 skills (2 more than current version) but that includes undoing the unneccessarily homonogized stun (why should pld get to keep theirs?) and rampart, so them aside its same number
https://docs.google.com/document/d/1...it?usp=sharing
I tried to emphasise the self sustain and shield aspect while reworking the old dark arts complexity as a stacked buff that the player had to sparingly use once every 30 seconds
I also aimed for a skilled player could heal their own living dead if they weaved enough with the new blood weapon, but more casual players can at least take off some pressure on the poor scholars
Let me know what you guys think
Continue reading...