It's an interesting concept, I still can't see it fitting with GLA at all though.Â
You're still having to implement a system that negates or changes the effects of a majority of your base class abilities. Which IMO, if you're going to have to change every single base class ability, that job probably doesn't belong on that class. If you look at SCH vs SMN, even though they fill different roles, their abilities do not magically change function. Miasma is still a DoT on both.Â
Your Great Sword concept is kinda OP. 2x Enmity generation just because you don't have a shield? WAR don't have a shield either and they don't get a token 2x enmity. Based on your description GLA and PLD can equip a GS as well? So that's 4x natural enmity generation for a PLD.
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Equipping a different weapon type (which conflicts with Armoury System and established GLA lore) also makes three of your class abilities inert. So your proposed DRK is already behind the 8-ball on abilities.
On top of shield lob, shield bash, and bulwark being rendered inert, your concept still doesn't explain what practical uses your DRK would have for Sentinel, Rampart, Awareness, Convalescence, Flash, or Provoke. So a total of 9 abilities from your base class that really have no purpose on a battle-to-battle basis. The only useful buff that your base class contributes to your DRK is Fight or Flight.
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I like your concepts for Soul Eater and Abyssal Blade, but I feel like Blood Weapon, Fearful Impact, and Absorb are a little lackluster.Â
-The only problem I have with Blood Weapon is that it almost requires being stacked with Bloodbath (a cross-classed ability) to be effective. Anyone who's played WAR knows how negligible 25% hp return really is.
-Your concept for DRK has absolutely no use for any other stat than STR, so you would only ever want to use Absorb following Savage Blade. (An ability you'd probably shy away from because Rage of Halone with 10x enmity modifier, thanks to 2x enmity from GS, on a dd class might be dangerous; and you've buffed the Riot Blade > Abyssal Blade tree.) Unless Absorb buffed the whole party and not just the user, then maybe I could see it being useful.Â
-Fearful Impact would suffer for the same reason that most Debuff classes fail in MMOs. Most bosses are immune to all/most statuses, especially Stun/Pacification type abilities. Just like why you don't see PLD's using Shield Swipe during most boss fights. If it works, great, but 90% of bosses are immune to its effects. And a 300s cooldown on what's essentially a glorified Stun move seems a bit silly.
Again, this is the reason why I'm against alternate jobs on pre-existing classes. However, since that is what this thread is all about, I wanted to take Wamoto's concept of DRK and apply it to MRD, which I think is a much more logical fit for DRK.
MRD is already a class that balances tanking and dps(which is what most people seem to want DRK to do). WAR is an HP tank, DRK is an HP dps. You already have spikes (Vengeance), a natural buff to increase attack power (Berserk), and an HP drain (Bloodbath). You also have 3 weaponskill trees to go down, two of which do not generate enmity, and both apply a Debuff to the target. Which fits in with the DRK concept of a debuffer. Also as a MRD>DRK instead of WAR, you won't have to deal with the -35% dps from Defiance. So you'll be doing a good bit of extra dmg. (When buffed my non-STR WAR can crit 990 Butcher Blocks and 850~900 Storm's Eyes. I've never been able to get above 500 crit Rage of Halone on my PLD. Another reason I think GLA is a poor fit for a dd class.)
So now let's plug in DRK:
Soul Eater DRK Lv30 - User takes 20% of damage dealt by all attacks against enemies, while increasing overall damage dealt. Soul Eater automatically switches off if user's HP drops below 15%. Cannot be used in conjunction with Blood Weapon.
(Usually when you have two toggle abilities, one of them is up at any given time. Considering this will be the first one up, it didn't make sense to have a natural DoT even when outside of combat. Now that this works like a reverse Bloodbath, it gives you an actual reason to swap to Blood Weapon. You create phases and dynamics within the job. Just like BLMs have Fire and Ice aspects for MP. DRK will have burn and restore phases for HP. For those crying about 20% it's not that much dmg. 20% of 900 is only 180 and you probably won't be hitting 900 dmg every swing. Regen will help increase your burn phase duration. Also you could pop Bloodbath here to negate the effects of Soul Eater and increase your burn phase for Bloodbath's duration. But the more damage you put out, the more HP you lose. This is why MRD is the perfect choice for base class because you have a substantial HP pool in which to supply Soul Eater and when you get low, you can pop Thrill of Battle to keep it going!)
Absorb DRK Lv35 - Absorb a single primary stat from enemy and apply it to all party members within range. Stat absorbed varies based on last combo completed. Duration: 30s | MP Cost @Lv50: 150. | Cast Time: 2.5s | Storm's Eye = +INT, Storm's Path = +DEX, Butcher's Block = +STR.Â
(I made this MP based instead of a cooldown because MRD at 50 only have like 600 MP and no way to restore it, so this creates scarcity and ensures you won't have this up all the time. It will also act primarily as a buff to party member's damage as acquiring the STR buff will require you to go down enmity tree at least once if you want to max out your own damage for a burn phase. This makes it so you don't make yourself OP without at least a little risk. Also limited the stats absorbed to just STR, DEX, and INT because DRK is a dd and it should only buff party's damage output. So VIT, MND, or PIE don't make much sense.)
Blood Weapon DRK Lv40 - Converts 35% of damage dealt into HP. Cannot be used in conjunction with Soul Eater.
(I made this a toggle so it isn't just a second Bloodbath. This can be stacked with your Bloodbath ability for 60% conversion. This will be the "Umbral Ice" to your Soul Eater, quickly restoring HP to full after a burn phase. You also lose the damage dealt increase from Soul Eater, so you won't insta restore full HP with a few swings. This is your resting phase ability.)
Abyssal Swing DRK Lv45 - Sacrifices 20% HP to deliver an attack with a potency of 300 to all nearby enemies. Potency reduced the farther the target is from the user. Range: 10y
(MRD already has a cone, so Abyssal Swing will be DRK's answer to Steel Cyclone. It also won't have a TP cost because it has an HP cost, which will prevent it from being spammed. However, like Steel Cyclone, I'd leave it on the GCD so it could be spammed assuming you have a dedicated healer keeping you up. This would allow your DRK to have both single-target and AoE capabilities just like WAR does.)
Fearful Impact DRK Lv50 - User charges forward, delivering an attack with a potency of 200 to all enemies in path ahead. Inflicts Stun to all enemies in direct path of attack and Heavy to all enemies just outside charge path. Charge Range: 10y. Cooldown: 180s.
(Here's my take on Fearful Impact. We don't have a charge skill in XIV yet and I think DRK should be the class to have it. Instead of adding another type of stun effect to the game, I'm opting for a focused aoe stun. This ability's effectiveness is still at the mercy of immunities and CC, but I wouldn't see this being used on many bosses. More of an extra crowd control debuff feature for adds to play in with DRK as a debuffer class and MRD being an aoe tank/dd. As it will be mostly useless against major boss fights, I saw no reason to give it more than a 3 minute cooldown time.)
Now to wrap it all up, just add LNC and ARC as subjobs and you're set. THM subjob is kinda dumb because the only worthwhile ability you could pull would be Swiftcast for Absorb. With LNC/ARC you can cross-class Invigorate to use during your resting phase and Blood for Blood, Raging Strikes, and Quelling Strikes to use during burn phase. So in conclusion, MRD > DRK brings the following things to the table:
- Single target dps and debuffing. (Maim, Storm's Eye/Path, Soul Eater, Berserk, Fracture)
- Capable of some AoE dps and debuffing. (Overpower, Abyssal Swing, Fearful Impact)
- Has a burn phase and resting phase based on HP which is regulated with Soul Eater, Blood Weapon, Bloodbath, and Thrill of Battle.
- Party utility (Absorb)
- Can step up to be a poor tanking substitute with Vengeance, Foresight, Blood Weapon, Overpower, and enmity combo tree. But since your attacks and your survivability would both depend entirely on your HP pool, you wouldn't last long.
And most importantly of all: MRD > DRK has no useless abilities and I didn't change the function of a single pre-existing ability.
You're still having to implement a system that negates or changes the effects of a majority of your base class abilities. Which IMO, if you're going to have to change every single base class ability, that job probably doesn't belong on that class. If you look at SCH vs SMN, even though they fill different roles, their abilities do not magically change function. Miasma is still a DoT on both.Â
Your Great Sword concept is kinda OP. 2x Enmity generation just because you don't have a shield? WAR don't have a shield either and they don't get a token 2x enmity. Based on your description GLA and PLD can equip a GS as well? So that's 4x natural enmity generation for a PLD.
Â
Equipping a different weapon type (which conflicts with Armoury System and established GLA lore) also makes three of your class abilities inert. So your proposed DRK is already behind the 8-ball on abilities.
On top of shield lob, shield bash, and bulwark being rendered inert, your concept still doesn't explain what practical uses your DRK would have for Sentinel, Rampart, Awareness, Convalescence, Flash, or Provoke. So a total of 9 abilities from your base class that really have no purpose on a battle-to-battle basis. The only useful buff that your base class contributes to your DRK is Fight or Flight.
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I like your concepts for Soul Eater and Abyssal Blade, but I feel like Blood Weapon, Fearful Impact, and Absorb are a little lackluster.Â
-The only problem I have with Blood Weapon is that it almost requires being stacked with Bloodbath (a cross-classed ability) to be effective. Anyone who's played WAR knows how negligible 25% hp return really is.
-Your concept for DRK has absolutely no use for any other stat than STR, so you would only ever want to use Absorb following Savage Blade. (An ability you'd probably shy away from because Rage of Halone with 10x enmity modifier, thanks to 2x enmity from GS, on a dd class might be dangerous; and you've buffed the Riot Blade > Abyssal Blade tree.) Unless Absorb buffed the whole party and not just the user, then maybe I could see it being useful.Â
-Fearful Impact would suffer for the same reason that most Debuff classes fail in MMOs. Most bosses are immune to all/most statuses, especially Stun/Pacification type abilities. Just like why you don't see PLD's using Shield Swipe during most boss fights. If it works, great, but 90% of bosses are immune to its effects. And a 300s cooldown on what's essentially a glorified Stun move seems a bit silly.
Again, this is the reason why I'm against alternate jobs on pre-existing classes. However, since that is what this thread is all about, I wanted to take Wamoto's concept of DRK and apply it to MRD, which I think is a much more logical fit for DRK.
MRD is already a class that balances tanking and dps(which is what most people seem to want DRK to do). WAR is an HP tank, DRK is an HP dps. You already have spikes (Vengeance), a natural buff to increase attack power (Berserk), and an HP drain (Bloodbath). You also have 3 weaponskill trees to go down, two of which do not generate enmity, and both apply a Debuff to the target. Which fits in with the DRK concept of a debuffer. Also as a MRD>DRK instead of WAR, you won't have to deal with the -35% dps from Defiance. So you'll be doing a good bit of extra dmg. (When buffed my non-STR WAR can crit 990 Butcher Blocks and 850~900 Storm's Eyes. I've never been able to get above 500 crit Rage of Halone on my PLD. Another reason I think GLA is a poor fit for a dd class.)
So now let's plug in DRK:
Soul Eater DRK Lv30 - User takes 20% of damage dealt by all attacks against enemies, while increasing overall damage dealt. Soul Eater automatically switches off if user's HP drops below 15%. Cannot be used in conjunction with Blood Weapon.
(Usually when you have two toggle abilities, one of them is up at any given time. Considering this will be the first one up, it didn't make sense to have a natural DoT even when outside of combat. Now that this works like a reverse Bloodbath, it gives you an actual reason to swap to Blood Weapon. You create phases and dynamics within the job. Just like BLMs have Fire and Ice aspects for MP. DRK will have burn and restore phases for HP. For those crying about 20% it's not that much dmg. 20% of 900 is only 180 and you probably won't be hitting 900 dmg every swing. Regen will help increase your burn phase duration. Also you could pop Bloodbath here to negate the effects of Soul Eater and increase your burn phase for Bloodbath's duration. But the more damage you put out, the more HP you lose. This is why MRD is the perfect choice for base class because you have a substantial HP pool in which to supply Soul Eater and when you get low, you can pop Thrill of Battle to keep it going!)
Absorb DRK Lv35 - Absorb a single primary stat from enemy and apply it to all party members within range. Stat absorbed varies based on last combo completed. Duration: 30s | MP Cost @Lv50: 150. | Cast Time: 2.5s | Storm's Eye = +INT, Storm's Path = +DEX, Butcher's Block = +STR.Â
(I made this MP based instead of a cooldown because MRD at 50 only have like 600 MP and no way to restore it, so this creates scarcity and ensures you won't have this up all the time. It will also act primarily as a buff to party member's damage as acquiring the STR buff will require you to go down enmity tree at least once if you want to max out your own damage for a burn phase. This makes it so you don't make yourself OP without at least a little risk. Also limited the stats absorbed to just STR, DEX, and INT because DRK is a dd and it should only buff party's damage output. So VIT, MND, or PIE don't make much sense.)
Blood Weapon DRK Lv40 - Converts 35% of damage dealt into HP. Cannot be used in conjunction with Soul Eater.
(I made this a toggle so it isn't just a second Bloodbath. This can be stacked with your Bloodbath ability for 60% conversion. This will be the "Umbral Ice" to your Soul Eater, quickly restoring HP to full after a burn phase. You also lose the damage dealt increase from Soul Eater, so you won't insta restore full HP with a few swings. This is your resting phase ability.)
Abyssal Swing DRK Lv45 - Sacrifices 20% HP to deliver an attack with a potency of 300 to all nearby enemies. Potency reduced the farther the target is from the user. Range: 10y
(MRD already has a cone, so Abyssal Swing will be DRK's answer to Steel Cyclone. It also won't have a TP cost because it has an HP cost, which will prevent it from being spammed. However, like Steel Cyclone, I'd leave it on the GCD so it could be spammed assuming you have a dedicated healer keeping you up. This would allow your DRK to have both single-target and AoE capabilities just like WAR does.)
Fearful Impact DRK Lv50 - User charges forward, delivering an attack with a potency of 200 to all enemies in path ahead. Inflicts Stun to all enemies in direct path of attack and Heavy to all enemies just outside charge path. Charge Range: 10y. Cooldown: 180s.
(Here's my take on Fearful Impact. We don't have a charge skill in XIV yet and I think DRK should be the class to have it. Instead of adding another type of stun effect to the game, I'm opting for a focused aoe stun. This ability's effectiveness is still at the mercy of immunities and CC, but I wouldn't see this being used on many bosses. More of an extra crowd control debuff feature for adds to play in with DRK as a debuffer class and MRD being an aoe tank/dd. As it will be mostly useless against major boss fights, I saw no reason to give it more than a 3 minute cooldown time.)
Now to wrap it all up, just add LNC and ARC as subjobs and you're set. THM subjob is kinda dumb because the only worthwhile ability you could pull would be Swiftcast for Absorb. With LNC/ARC you can cross-class Invigorate to use during your resting phase and Blood for Blood, Raging Strikes, and Quelling Strikes to use during burn phase. So in conclusion, MRD > DRK brings the following things to the table:
- Single target dps and debuffing. (Maim, Storm's Eye/Path, Soul Eater, Berserk, Fracture)
- Capable of some AoE dps and debuffing. (Overpower, Abyssal Swing, Fearful Impact)
- Has a burn phase and resting phase based on HP which is regulated with Soul Eater, Blood Weapon, Bloodbath, and Thrill of Battle.
- Party utility (Absorb)
- Can step up to be a poor tanking substitute with Vengeance, Foresight, Blood Weapon, Overpower, and enmity combo tree. But since your attacks and your survivability would both depend entirely on your HP pool, you wouldn't last long.
And most importantly of all: MRD > DRK has no useless abilities and I didn't change the function of a single pre-existing ability.