Yeah yeah another DRK rework post. I know it's a dead horse. To be clear, I enjoy the job! It's just bland right now. Curious to hear all of your two cents too!
* Lv.1 Trait: Blood Price
Allows for Blood Gauge accumulation and increases Blood Gauge by 10 every time you suffer damage. (3s cooldown)
* Lv.1/4/26 New Basic Combo
* Hard Slash/Spinning Slash/Power Slash (old Delirium animation)
* No longer restores MP, Blood and HP by default.
* SS and PS become Syphon Strike and Souleater during Dark Arts respectively
* Lv. 20 Plunge (I'd like to see this with all jobs)
* Lv.30/74 FoD/FoS
* 15s CD Spell
* 2000 MP
* Grants Darkside for 30s (60s max)
* Extends Darkside by 15s
* Dark Arts Effect: Extends Darkside by 30s
* Becomes FoS at Lv.74 with Darkside Mastery trait
* Lv.35 Blood Weapon
* 40s CD
* No longer increases Blood Gauge and only affects weaponskills
* Now costs 20 Blood Gauge
* duration is replaced with granting 5 stacks of Blood Weapon.
* Lv.38 Dread Spikes
* 120s CD Ability
* Reduces damage taken by 30% and deals unaspected damage at 60 potency whenever you suffer physical damage
* Lv. 40 Dark Arts
* No longer a buff tied to TBN
* 15s CD Spell
* 1000 MP
* Grants the effect of Dark Arts, upgrades some weaponskills and enhances most spells.
* Fades upon execution of applicable skills
* Lv.40 Syphon Strike
* Dark Arts upgrade to Spinning Slash
* Restores 3000 MP (2000 MP gain)
* Lv.40 Souleater
* Heal potency increased to 400
* Lv. 45 Stalwart Soul
* No longer increases Blood Gauge and MP by default.
* Dark Arts Effect: Recover MP
* Lv.50 Scourge (no JQ)
* 2.5 CD Weaponskill
* Costs 20 Blood Gauge
* Deals damage and inflicts 18s DoT
* Lv.50 Living Dead
* Now decreases maximum HP by 20% during Walking Dead, easing heal requirement
* Lv.52 Salted Earth
* 60s CD Ability
* 75 potency every 3s for 15s
* Increase Blood Gauge by 10 upon dealing damage. (Does not stack with 2+ targets)
*Lv.54 Abyssal Drain
* 15s CD Spell
* 2000 MP
* Same dmg and heal as now
* Dark Arts Effect: Increase healing potency to 400
* Lv.56 Carve and Spit
* Lv.60 Shadow Wall
* 15s CD Spell
* 2000 MP
* 20% damage barrier for 6s
* Dark Arts Effect: 25% damage barrier for 7s
* Becomes TBN at Lv.70 with the Shadow Wall Mastery trait
* 62 Blood Spiller
* Now also absorbs dmg as HP
* 64 Quietus
* Now also restores MP (stacks!)
* Lv.68/78 Dark Missionary/Mind
* Missionary 60s CD
* Mind 90s CD but 30% magic defense
Lv.70 TBN
* 15s CD Spell
* 2000 MP
* 25% damage barrier for 7s
* Increase Blood Gauge by 50 if barrier is broken
* Dark Arts Effect: Extends Darkside by 30s (60s max) if broken
* Lv.80 Living Shadow
* Now also ups Darkside's dmg increase to 20% for duration
* potency and duration adjusted for removal of EoD/EoS
Continue reading...
* Lv.1 Trait: Blood Price
Allows for Blood Gauge accumulation and increases Blood Gauge by 10 every time you suffer damage. (3s cooldown)
* Lv.1/4/26 New Basic Combo
* Hard Slash/Spinning Slash/Power Slash (old Delirium animation)
* No longer restores MP, Blood and HP by default.
* SS and PS become Syphon Strike and Souleater during Dark Arts respectively
* Lv. 20 Plunge (I'd like to see this with all jobs)
* Lv.30/74 FoD/FoS
* 15s CD Spell
* 2000 MP
* Grants Darkside for 30s (60s max)
* Extends Darkside by 15s
* Dark Arts Effect: Extends Darkside by 30s
* Becomes FoS at Lv.74 with Darkside Mastery trait
* Lv.35 Blood Weapon
* 40s CD
* No longer increases Blood Gauge and only affects weaponskills
* Now costs 20 Blood Gauge
* duration is replaced with granting 5 stacks of Blood Weapon.
* Lv.38 Dread Spikes
* 120s CD Ability
* Reduces damage taken by 30% and deals unaspected damage at 60 potency whenever you suffer physical damage
* Lv. 40 Dark Arts
* No longer a buff tied to TBN
* 15s CD Spell
* 1000 MP
* Grants the effect of Dark Arts, upgrades some weaponskills and enhances most spells.
* Fades upon execution of applicable skills
* Lv.40 Syphon Strike
* Dark Arts upgrade to Spinning Slash
* Restores 3000 MP (2000 MP gain)
* Lv.40 Souleater
* Heal potency increased to 400
* Lv. 45 Stalwart Soul
* No longer increases Blood Gauge and MP by default.
* Dark Arts Effect: Recover MP
* Lv.50 Scourge (no JQ)
* 2.5 CD Weaponskill
* Costs 20 Blood Gauge
* Deals damage and inflicts 18s DoT
* Lv.50 Living Dead
* Now decreases maximum HP by 20% during Walking Dead, easing heal requirement
* Lv.52 Salted Earth
* 60s CD Ability
* 75 potency every 3s for 15s
* Increase Blood Gauge by 10 upon dealing damage. (Does not stack with 2+ targets)
*Lv.54 Abyssal Drain
* 15s CD Spell
* 2000 MP
* Same dmg and heal as now
* Dark Arts Effect: Increase healing potency to 400
* Lv.56 Carve and Spit
* Lv.60 Shadow Wall
* 15s CD Spell
* 2000 MP
* 20% damage barrier for 6s
* Dark Arts Effect: 25% damage barrier for 7s
* Becomes TBN at Lv.70 with the Shadow Wall Mastery trait
* 62 Blood Spiller
* Now also absorbs dmg as HP
* 64 Quietus
* Now also restores MP (stacks!)
* Lv.68/78 Dark Missionary/Mind
* Missionary 60s CD
* Mind 90s CD but 30% magic defense
Lv.70 TBN
* 15s CD Spell
* 2000 MP
* 25% damage barrier for 7s
* Increase Blood Gauge by 50 if barrier is broken
* Dark Arts Effect: Extends Darkside by 30s (60s max) if broken
* Lv.80 Living Shadow
* Now also ups Darkside's dmg increase to 20% for duration
* potency and duration adjusted for removal of EoD/EoS
Continue reading...