Many have made it known the current DRK, and previous iteration, are playable but not fun in their opinion. Share your favorite build idea. Here's mine:
Do away with salted earth. Ground AoEs are a pain to me and the potency is pitiful at this point anyway.
Make scourge oGCD ~15 seconds. Thought about making it a combo finisher but that would be a pain for AoE.
Make AD a GCD with a heal of 50-100 pot (obviously you can play with the numbers). Additional effect will spread scourge dot to surrounding enemies and refresh the dot.
Aoe combo:
Unleash>Stalwart soul (mp gain x amount)>AD (hp gain x amount, gain blood x amount, spread/refresh scourge if on current target (trait)).
Single target:
Hard slash>siphon strike (mp and hp gain here)>soul eater (blood gain).
AoE and single target combo can be used interchangeable (example: if you wanted a slightly higher dose of HP you could do Hard Slash>Siphon Strike>AD).
Dark Mind is gone.
TBN goes back to accumulation of blood gauge.
Add consequential blood gauge spender to prevent over-capping (example: blood shield (shadow skin) ~25k shield to swap those resources back to mp if it bust (whatever the cost of TBN would be), low blow, who knows, I'm just spit balling here).
Automatically, once blood gauge reaches 100% the darkness overtakes you for x seconds ~15 seconds. Your 1-2-3 (single target and AoE) combos are replaced with “darkness” combos (to save space on the Hotbar). Add blood spiller and quietus in their respective combos (somewhere in the 1 2 3) in addition 4 new grandiose attacks (2 for aoe, 2 for single target). Darkness combos would be higher potency in damage but no mp, hp, or blood will be generated. While in your darkness combo phase Mp will drain. If you run out of mp you will automatically be knocked out of your darkness combo burst phase regardless of if you have more time left (example: In this example darkness phase is 15 seconds long. If you run out of mp at 10 seconds into the darkness phase you're automatically locked out of you darkness combos and back to the regular ones).
Delirium will extend the duration of darkness combo duration in addition to grant x amount of mp on par with the duration increase.
BW gives haste for x amount of time and increases blood by ~50 and some mp.
EoS/Fos can remain as is to keep darkside buff in place. EoS/FoS will not get procs from TBN.
CnS could be a scaling ability that will grant ehh ~1500 mp, but damage scales with the amount of mp you have. The less the mp you have the more damage it does. Going into darkness burst phase resets CnS.
Darkside still retains it's 10%(? I think) damage buff. In addition when darkside is active CnS has a ~25% chance to proc on critical hits.
continued...
Continue reading...
Do away with salted earth. Ground AoEs are a pain to me and the potency is pitiful at this point anyway.
Make scourge oGCD ~15 seconds. Thought about making it a combo finisher but that would be a pain for AoE.
Make AD a GCD with a heal of 50-100 pot (obviously you can play with the numbers). Additional effect will spread scourge dot to surrounding enemies and refresh the dot.
Aoe combo:
Unleash>Stalwart soul (mp gain x amount)>AD (hp gain x amount, gain blood x amount, spread/refresh scourge if on current target (trait)).
Single target:
Hard slash>siphon strike (mp and hp gain here)>soul eater (blood gain).
AoE and single target combo can be used interchangeable (example: if you wanted a slightly higher dose of HP you could do Hard Slash>Siphon Strike>AD).
Dark Mind is gone.
TBN goes back to accumulation of blood gauge.
Add consequential blood gauge spender to prevent over-capping (example: blood shield (shadow skin) ~25k shield to swap those resources back to mp if it bust (whatever the cost of TBN would be), low blow, who knows, I'm just spit balling here).
Automatically, once blood gauge reaches 100% the darkness overtakes you for x seconds ~15 seconds. Your 1-2-3 (single target and AoE) combos are replaced with “darkness” combos (to save space on the Hotbar). Add blood spiller and quietus in their respective combos (somewhere in the 1 2 3) in addition 4 new grandiose attacks (2 for aoe, 2 for single target). Darkness combos would be higher potency in damage but no mp, hp, or blood will be generated. While in your darkness combo phase Mp will drain. If you run out of mp you will automatically be knocked out of your darkness combo burst phase regardless of if you have more time left (example: In this example darkness phase is 15 seconds long. If you run out of mp at 10 seconds into the darkness phase you're automatically locked out of you darkness combos and back to the regular ones).
Delirium will extend the duration of darkness combo duration in addition to grant x amount of mp on par with the duration increase.
BW gives haste for x amount of time and increases blood by ~50 and some mp.
EoS/Fos can remain as is to keep darkside buff in place. EoS/FoS will not get procs from TBN.
CnS could be a scaling ability that will grant ehh ~1500 mp, but damage scales with the amount of mp you have. The less the mp you have the more damage it does. Going into darkness burst phase resets CnS.
Darkside still retains it's 10%(? I think) damage buff. In addition when darkside is active CnS has a ~25% chance to proc on critical hits.
continued...
Continue reading...