greetings fellow DRK players and anyone else interested,
I'm gonna keep this short and sweet. as of 5.3, WAR got a nice set of QOL changes that the job has needed for a very long time, and I for one am glad that the job will now be smoother to play... but DRK got nothing, and why is that?
We as DRK players have been too busy either trying to change the job back to older forms, or too busy complaining about how the current iteration has been robbed of its identity. it's time we took a stand together and follow in WAR mains example to come to a common consensus. its time we took the power into our hands.
Despite the mixed feelings we all have, I believe we can come together to agree on a set of changes that would be healthy for the job going forward, and I'm gonna try to take the initiative and propose a few that I believe can be easily implemented by 5.4
(or maybe 5.35 if we are lucky
)
>Blood Weapon- moved to lv 30
should be moved to help players build and spend at the same time. it makes no sense to introduce an expensive mana spender without giving DRK its iconic mana building tool to go along side it. unlocked alongside Flood of darkness from lv 30 quest.
>Flood/edge of Darkness - lv 30 for flood, edge moved to lv 35
these should have their potencies nerfed slightly, maybe by 50, to compensate for Stalwart being moved to lv 40. would be a healthy change going forwards for synced content and does not affect balance at lv 80 due to lv 74 trait
>Stalwart soul- moved to lv 40
this skill is a much needed tool for DRKs mana generation, and is also one of the only ways that DRK can do more AOE damage, thus allowing us to rely less on single target Souleater for sustain during large pulls. it makes no sense that the other 3 tanks get their aoe combo at this level and DRK has to wait until lv 72 for it. trait at lv 66 allows it to generate the 20 blood to go with quietus.
>Living Dead
should receive a 30% healing received buff during Walking Dead, to help for when usage cannot be planned, or if WHM is not present. will also give some agency back to DRK players to help cleanse their own debuff.
>Salted Earth
allow this to generate blood once more at lv 66, but cap it at 50 blood so that it cannot become too strong during mass pulls. ideally can generate an extra quietus/bloodspiller when needed
>Abyssal Drain
give it 2 charges! it's terribly weak in single target, so wouldn't affect anything all too much, but can also be used in dungeons during mass pulls, and would help lessen the strain on healers during Living Dead or other moments.
>Dark Missionary- moved to lv 58
Introduce this a little earlier to allow new DRKs to learn to mitigate raidwide AOEs.
should have a 180 sec cooldown at lv 58, with a trait at lv 76 to make it 90sec, so it does not become too strong in HW and STB content and promotes smart usage.
>Quietus/Bloodspiller
possibly nerf their potencies slightly to make up for the extra blood from Salted/Stalwart. would help keep the jobs damage in line for STB and SHB content.
I am once again asking my fellow DRK players, lets come together and decide on some healthy changes moving forwards, instead of sitting here brooding over what we lost and cannot get back until 6.0. I have strong faith in my fellow DRK players to come to an agreement, the same way WAR mains were able to do so.
Continue reading...
I'm gonna keep this short and sweet. as of 5.3, WAR got a nice set of QOL changes that the job has needed for a very long time, and I for one am glad that the job will now be smoother to play... but DRK got nothing, and why is that?
We as DRK players have been too busy either trying to change the job back to older forms, or too busy complaining about how the current iteration has been robbed of its identity. it's time we took a stand together and follow in WAR mains example to come to a common consensus. its time we took the power into our hands.
Despite the mixed feelings we all have, I believe we can come together to agree on a set of changes that would be healthy for the job going forward, and I'm gonna try to take the initiative and propose a few that I believe can be easily implemented by 5.4
(or maybe 5.35 if we are lucky

>Blood Weapon- moved to lv 30
should be moved to help players build and spend at the same time. it makes no sense to introduce an expensive mana spender without giving DRK its iconic mana building tool to go along side it. unlocked alongside Flood of darkness from lv 30 quest.
>Flood/edge of Darkness - lv 30 for flood, edge moved to lv 35
these should have their potencies nerfed slightly, maybe by 50, to compensate for Stalwart being moved to lv 40. would be a healthy change going forwards for synced content and does not affect balance at lv 80 due to lv 74 trait
>Stalwart soul- moved to lv 40
this skill is a much needed tool for DRKs mana generation, and is also one of the only ways that DRK can do more AOE damage, thus allowing us to rely less on single target Souleater for sustain during large pulls. it makes no sense that the other 3 tanks get their aoe combo at this level and DRK has to wait until lv 72 for it. trait at lv 66 allows it to generate the 20 blood to go with quietus.
>Living Dead
should receive a 30% healing received buff during Walking Dead, to help for when usage cannot be planned, or if WHM is not present. will also give some agency back to DRK players to help cleanse their own debuff.
>Salted Earth
allow this to generate blood once more at lv 66, but cap it at 50 blood so that it cannot become too strong during mass pulls. ideally can generate an extra quietus/bloodspiller when needed
>Abyssal Drain
give it 2 charges! it's terribly weak in single target, so wouldn't affect anything all too much, but can also be used in dungeons during mass pulls, and would help lessen the strain on healers during Living Dead or other moments.
>Dark Missionary- moved to lv 58
Introduce this a little earlier to allow new DRKs to learn to mitigate raidwide AOEs.
should have a 180 sec cooldown at lv 58, with a trait at lv 76 to make it 90sec, so it does not become too strong in HW and STB content and promotes smart usage.
>Quietus/Bloodspiller
possibly nerf their potencies slightly to make up for the extra blood from Salted/Stalwart. would help keep the jobs damage in line for STB and SHB content.
I am once again asking my fellow DRK players, lets come together and decide on some healthy changes moving forwards, instead of sitting here brooding over what we lost and cannot get back until 6.0. I have strong faith in my fellow DRK players to come to an agreement, the same way WAR mains were able to do so.
Continue reading...