I know, I know, it's another one of 'those threads'. But I've had some thoughts I really like, and I'm curious to hear what others think. I've also tried to internalize the SE mindset of new things with shared recast, since I recall hearing somewhere they're running out of memory for more timers.
First off, the groundwork. A 'Dark Celerity' ability, to lower the recasts of dark magic spells. I know a lot of people say dark magic fast cast, but I think I'd prefer more sizeable recast reductions to that, personally.
On the subject of our magic, then, we get to another idea that certainly isn't groundbreaking, but is oft expressed in vague terms.
Blood Magic
1 min. recast, 5 min.-2 hour duration
Allows the dark knight to cast elemental magic spells with hp instead of mp, at a ratio of 1 hp for every 2 (or perhaps 3?) mp of cost. Grants an amount of magic attack bonus and fast cast that varies with current hp. (more hp = more mab and fast cast)
Another idea I've had forming in the back of my mind is a partner to souleater, and not the 'add mp to your damage' sort most think of. Now, I also think souleater should have its recast reduced to 2-3 minutes or so, since it already has its cost plenty built in. This, then, would share it's recast with souleater and be similar, but more fulltimey.
Bloodlust
3 min. recast, 2 min. duration
Grants the dark knight additional melee attacks and increased Drain potency at a cost of health. Restores health for every enemy felled. This would give the dark knight a 20+/tic damage over time effect while active, in exchange for something like 20-30% double attack, and a 25% or so increase to drain (and maybe aspir, since the two tend to be linked) potency. Would then also restore hp whenever an enemy is killed within 10-20' of you, at least like a cure 4-5, if not outright full heal.
That one might be a bit overpowered as is, not sure, would need to be tested and possibly have the numbers tweaked. Still, I think it would be a good compliment to souleater that would be useful in today's fast paced exping environment. Would also be an option against souleater resistant NMs.
This next one, I'll admit, is a bit of a nod towards my own vision of dark knight, as a mixed DD/tank that plays dangerous games with its hp. All of these so far go along those lines to some extent, but this one is to adress the fact that for a job that gambles with its hp, I kinda think they don't have enough as-is to gamble with.
Deathless Body
5 min. recast, 2 hour duration
Increases max hp at a cost of max mp, This would give a max hp boost in the range of 30-50% or so, preferably enough to put a drk somewhere in the vicinity of a monk of the same race, but would also cut max mp down by about 50% as well. One would think Blood Magic would negate this penalty, but do note- that only applies to elemental magic for this very reason.
I have one last idea, and this one builds on weapon bash. Again, I think that weapon bash should probably have its recast lowered to a minute or so, for a start. Then these two abilities could be added, sharing a recast with weapon bash, but also, and this is why I like this idea, separating scythe and greatsword into somewhat different playstyles.
Reaving Slash
1 minute 30 second-2 minute recast (Longer, if SE really can't wrap their head around why weapon bash doesn't need a 5 minute recast)
Performs a melee attack that drains hp and inflicts a variable potency plague. The lower the dark knight's hp is when they use this attack, the higher the plague potency. Only usable with a scythe.
Crushing Blow
Same recast as Reaving Slash.
Performs a melee attack that stuns the target and inflicts a 10-20 second amnesia effect. Only usable with a greatsword.
I really don't think cutting weapon bash down to a minute or a minute 30 seconds is an unreasonable request. I know we also have stun the spell, but it's hard to argue that more stuns would be broken when blue mages have at least like 15 stuns spells, most of which also do damage, and one of which not only does damage, inflicts reliable stun, is obtained at level 12, and can be used every 12 seconds or so. Besides, thief has sneak attack and trick attack, dragoon has jumps, I never got why weapon bash had to have a 5 minute cooldown.
So yeah, I -think- that was everything I was thinking of, not sure though because I've spent like an hour working on this, might have forgotten something I meant to say. Looking for thoughts/comments/feedback, I figure I'll workshop this here and then send it along to the official suggestion forum once it's been put through the wringer a bit (To be dead, buried, and safely ignored, I know).
Edit: I remember now what it was I was forgetting. Increase Dread Spike's duration from 1 minute to 5. It already has the hp limitation and potentially resists against things that matter, it won't break the game if we can lol at easy prey a bit harder. This would also ease up prediction and make cast time less of an issue.
Edited, Aug 16th 2011 9:00am by VonCrown

