A More Realistic, Simple Set Of Drk Changes

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A shorter list of changes that are intended to go along with current DRK/tank design overall while also creating an identity for DRK out of what we have now. The idea is for SE to be able to implement these changes without having to completely double back on the direction they took the class in, which will hopefully make these changes more approachable for the player base and more likely to be actually implemented in the game.

Blood Mastery (Added Trait) – Hitting an enemy with a weaponskill or spell restores 500 MP and 5 Blood

Blood Trance (Previously Blood Weapon) – Gives 5 stacks of Blood Trance that last for 15 seconds. Upon executing a weaponskill or spell that hits an enemy, consumes a stack to double all MP and Blood gained. Cooldown: 60 seconds

Abyssal Drain (Changed) – Deals damage to the target and all nearby targets with a potency of 200. If Abyssal Drain hits only one target, its potency is increased to 400. Additional effect: restores HP equal to damage dealt. Cost: 3000 MP Cooldown: 5 seconds.

The Blackest Night (Changed) – Dark Arts now guarantees direct critical damage if used to cast Edge of Shadow.

Quietus (Changed) – Restores 500 additional MP if it hits an enemy

Stalwart Soul (Changed) – Restores 500 additional MP and 10 Blood if it hits an enemy

Salted Earth (Changed) – Restores 5 Blood each time it deals damage

Carve and Spit (Changed) – Now restores 1000 MP

Delirium (Changed) – Gives two stacks of Delirium that last 10 seconds. Bloodspiller and Quietus cost no Blood and consume one stack of Delirium when used. Cooldown: 45 seconds, Max Charges: 2

Syphon Strike (Changed) - No longer restores additional MP when used.

Soul Eater (Changed) - No longer restores additional Blood when used.

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