The Dark Knight - Evolved Mode Changes

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Things we want to focus on when we create the dark knight evolved mode. what is a dark knight. what makes it unique from other jobs.

1. MP Focused tank thats needs both mp regaining abilities and mp spending abilities. for most part we done that. but it could be better. way better then actual is.
2. apology to dark knight mains who had to wait so long to have some of there abilities updated that should of been updated long time ago. such as massive cooldown and dark mind. do hope like the changes on them
3. Making Combat feel more Engaging

What would I do if i as programming Dark Knight evolved.


Blood Weapon effect now a Trait - when you use Hard Slash, Siphon Strike and Soul Eater. unleash, Stalwart soul you generate 600 mp this is consistant mp

Blood-Weapon now known Blood Barrier - Is party wide when next damage ability party member or you use deals damage they generate a sheild on them. damage done to this blood barrier when contribute to your blood gauge

Grit is no longer a ability you press its a trait you constantly in tank stance. rather then pressing a button. alot reasons for this change. but its quality of life change.

Unmend + Crimison Ray - Crimson ray now combos with unmend and works similar to soul eater

Shadow Wall - Now have addictional effect of pulling all nearby monsters too you upon activation. each monster pulled generate both part of hp and mp



- MP Spenders

Edge of Darkness > Edge of Shadow > Chaos Bringer - Combo ( each combo cost 3000 mp) (using this combo massively increase your blood gauge)

Flood of Darkness < Flood of Shadow > Delirium ( New each combo cost 3000 aoe combo)



- Blood Spenders - Big DPS

Shadowbringer > Chaos Bringer > Death Bringer > Big Bang ( Your Big Darkness flashy edgy combo) (when reach max blood a button change into this)

Blood Spiller - Big Single target damage
Quietus - Big Aoe Damage

- Off Tank Abilities
Dark Missionary - Now reduces everyone damage taken by 15% and puts a 15 second refresh on whole party

Living Shadow - Allowed allows you summon an 2nd shadow. when you use blood spiller or quietus duration is increased while they are active all allies in your group gain a sheild everytime your shadow deal damage

Blood Barrier - Triggers - Group Wide Deliruim - Putting a Sheild on whole party including Self anytime someone in your party or yourself takes damage while sheild is active you generate blood gauge

- MP Gainers --

Salted Earth + Salt and Darkness - now generates MP and Blood for every tic of damage it does. while standing in bloodfeild you and your party members gain a sheild.

Carve and Spit - cost 4000 MP does what it does now no longer locked behind a cooldown

abyssal Drain - cost 4000 mp does what it does now no longer locked behind a cooldown

--Defensive cooldowns

Shadow Wall > Grasp of Darkness - Shadow Wall is first defensive cooldown that combos into grasp of darkness watch hooks all nearby enemies to your location giving reduced damage + stun also restores hp and mp for each monster hooked. this ability meant to be powerful

The Blackiest Night + Dark Mind - Into a single button cost 3000 MP


-- Ulitity
ShadowStride - pretty much the same

Filler Combo -
Hard Slash, Syphon Strike, Soul Eater and chaos breaker
Unleash > Stalwart Soul > Unbreakable Spirit
Unmed > Crimson Ray

chaos breaker 4 stacks of darkside - when generate 12 stacks of darkside your filler combo abilities change into more powerful versions at cost of reducing your own hp however if you have a sheild activated the hp cost is nullified

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