I've been a Dark Knight main since I've started this game, but this is the first time I've switched to Gunbreaker for raid tier due to the state of Dark Knight at the moment.
With how often and how hard auto-attacks occur this tier, I've had to beg my healers for healing during those occasions. Not to mention, three of the four tankbusters this tier are physical which makes Dark Mind completely useless.
This is what I've had in mind to bring Dark Knight up to par with the other tanks while still retaining some of the flavor instead of copying the healing of other tanks.
TBN no longer cost mp and still has a 15 second cooldown. When TBN breaks, the cooldown of TBN is reduced by 10 seconds. I've imagined this as a way to still reward smart usage while not punishing the user as much. Ex M1S Post Mouser 1 where the has to get knocked back and go into spread positions to avoid overlapping AOEs. Immediately after this the boss will target the main threat with heavy auto attacks. This change to TBN could answer situations like these and feel rewarding.
Dark Mind would be 10% general damage mitigation and 10% magic mitigation and will also grant Shadowskin, a 10% max HP shield, doubling down on Dark Knight's shield theme. This would be the equivalent of Gunbreaker camouflage ability and would great increase the versatility of this ability.
Oblation would be a simple change. Just adding a regen effect to the ability. However, ive noticed most regen effect last for 15 seconds so maybe the duration of oblation woukd need to be increased to match it
Dark Missionary obtained below level 70. Dark Knight is the worst tank to bring to level 70 ultimates and it feels bad that their only way to contribute is Reprisal.
In terms of damage rotation, this is a bit trickier. Ive suggested reducing the cooldown of Blood Weapon/Delerium to 40 seconds so that the MP regeneration is back to pre-Dawntrail levels.
I was theorycrafting about how, instead of using MP on Edge/Flood of Shadows for Darkside, an older version of Blood weapon could come back. It would be a toggle ability that would reduce skill speed to 1.5 seconds but cost 1000 MP for each weaponskill hit.
To make up for loss of oGCDs, I'm thinking the ability Shadowbringers can fill that niche. Instead of two charges of it, it would cost 3000 MP. A weaker version of it can be obtained at lower levels where it does comparable damage to Edge of shadow and gives damage falloff to subsequent enemies
Not really an issue for raids but for dungeons, Abyssal Drain would have no cooldown but cost 3000 MP. This should give a bit of options in dungeons. Either Shadowbringers for damage or Abyssal Drain during mob pack pull.
Continue reading...
With how often and how hard auto-attacks occur this tier, I've had to beg my healers for healing during those occasions. Not to mention, three of the four tankbusters this tier are physical which makes Dark Mind completely useless.
This is what I've had in mind to bring Dark Knight up to par with the other tanks while still retaining some of the flavor instead of copying the healing of other tanks.
TBN no longer cost mp and still has a 15 second cooldown. When TBN breaks, the cooldown of TBN is reduced by 10 seconds. I've imagined this as a way to still reward smart usage while not punishing the user as much. Ex M1S Post Mouser 1 where the has to get knocked back and go into spread positions to avoid overlapping AOEs. Immediately after this the boss will target the main threat with heavy auto attacks. This change to TBN could answer situations like these and feel rewarding.
Dark Mind would be 10% general damage mitigation and 10% magic mitigation and will also grant Shadowskin, a 10% max HP shield, doubling down on Dark Knight's shield theme. This would be the equivalent of Gunbreaker camouflage ability and would great increase the versatility of this ability.
Oblation would be a simple change. Just adding a regen effect to the ability. However, ive noticed most regen effect last for 15 seconds so maybe the duration of oblation woukd need to be increased to match it
Dark Missionary obtained below level 70. Dark Knight is the worst tank to bring to level 70 ultimates and it feels bad that their only way to contribute is Reprisal.
In terms of damage rotation, this is a bit trickier. Ive suggested reducing the cooldown of Blood Weapon/Delerium to 40 seconds so that the MP regeneration is back to pre-Dawntrail levels.
I was theorycrafting about how, instead of using MP on Edge/Flood of Shadows for Darkside, an older version of Blood weapon could come back. It would be a toggle ability that would reduce skill speed to 1.5 seconds but cost 1000 MP for each weaponskill hit.
To make up for loss of oGCDs, I'm thinking the ability Shadowbringers can fill that niche. Instead of two charges of it, it would cost 3000 MP. A weaker version of it can be obtained at lower levels where it does comparable damage to Edge of shadow and gives damage falloff to subsequent enemies
Not really an issue for raids but for dungeons, Abyssal Drain would have no cooldown but cost 3000 MP. This should give a bit of options in dungeons. Either Shadowbringers for damage or Abyssal Drain during mob pack pull.
Continue reading...