Ideas For Dark Knight In 6.0

RSS News

Syndicated News Service
These are some ideas that I've been thinking about for dark knight. They're not perfect and feedback would be much appreciated

Changes to the current Kit

1. Delirium rework

Hopefully third times the charm. What delirium does now, overlooking it's lack of originality, is just boring and out of place in drk's kit. It will become a toggle action like the old darkside stance pre-ShB that causes the darkside timer to count down twice as fast. In return, you gain 5% reduction to all gcd recast time including spells and a 10 potency increase to all actions for as long as its active.(Maybe it halts natural mp regen as well.)

This would hopefully bring back how drk used to feel with some small tweaks to the playstyle. So instead of short bursts of rapid gameplay with the old bloodweapon, drk will be slightly faster at all times and make it so that darkside is something we actually need to manage.

2. OGCDs

This should be the defining feature of drk that seperates it from the other tanks. Having a wide range of ogcds that feels interactive and impactful to your entire kit.

Edge/Flood of Shadow

Edge and Flood will only extend the darkside timer by 20 seconds instead of 30. This would make keeping up darkside less mindless and hopefully a little more thoughtfull.

Abyssal Drain, Carve and Spit, and Salted Earth

I want to make these three play more into the resource management of drk.

Abyssal drain will have its cd lowered to 45 seconds and increase healing and damage potency by 100. It will now cost 1000mp while filling the blood gauge by 20.

Carve and spit will restore 1200mp instead of 600mp and extend darkside by 10 seconds.

Salted earth will cost 15 or 20 seconds of darkside. It increase you natural mp regen and fills the blood gauge by 10 every 3 seconds as long as it's dealing damage.

Add a new trait in Endwalker where everytime you get a dark arts, the cd of abyssal drain and carve and spit get reduced by 10 seconds.

These changes might be even more important than the delirium rework as this will define how drk would play at max level. Having more ways of gaining and spending resource with these three abilities all feeding into the rest of the kit. The dark art change would bring back elements of HW drk while introducing a risk vs reward factor as correctly using TBN would be more rewarding while risking losing darkside and delirium if misused.(I was thinking about making carve and spit cost blood but you learn it right before you unlock the gauge.)

3. Blackblood

This is our second resource introduce in SB and it feels underwhelming. It should also play the kit as a whole and effects our other resource.

Bloodspiller and quietus will restore mp by default, 400mp and 600mp respectively. Spending enough blood gauge will grant a dark arts just like breaking TBN. Maybe around 200 to 250 blood spent.

*Continuing in comments due to word limit

Continue reading...
 
Back
Top