Feedback:User/Konig Des Todes/Duncan the Black

In my opinion, Slavers' Exile is a prime example of how an elite area should be - with one exception: Duncan the Black. Why? Because it's gimmicky. He has high health, high damage, and worse of all: Duncan's Defense. Because of this, and the surrounding spirits, there's pretty much only one solution used among players: swap the spirits away and have a necro with spoil victor eat at him slowly.

To better the fight with Duncan, I suggest altering his skill bar, altering the spirits spawned near him, and altering the function of his unique skill.


 * Build

I'm wanting to change Duncan into more of an indirect damage dealer - having more focus on maintaining spirits around him rather than doing high damage himself. His damage skills would keep the high damage they currently do, but he'd have fewer of them.


 * Duncan's Defense
 * Passive effect. Whenever Duncan the Black takes damage, Duncan's Defense redirects 50% of the damage to a random nearby spirit. Duncan the Black also steals 10 health from a random nearby spirit once every 10 seconds.
 * Passive effect. Whenever Duncan the Black takes damage, Duncan's Defense redirects 50% of the damage to a random nearby spirit. Duncan the Black also steals 10 health from a random nearby spirit once every 10 seconds.

It's always bugged me how Duncan's Defense was never... defensive. So I decided to remove the damage return in favor of making it a special, passive, form of Dark Bond. I was going to have both a redirecting of damage and a return of damage (but lowered), but I felt that redirecting would be enough, especially with the added unique skill mentioned below. The life-steal effect was made to both weaken spirits and keep the difficulty of Duncan high - it may be reasonable to remove that function though.

As it stands, three groups of spirits spawn when Duncan is aggro'd. This, imo, is perfectly fine - except that there's no time limit on them. This can cause issues for those who require having enchantments or being able to hit one's targets, which once more promotes the whole SV thing. What I would suggest is to tie the spirit spawns in with a skill on Duncan's skill bar.
 * Spirits

On the skillbar above, I put Accelerated Growth simply for the picture, but I'd give it a different name and function than that skill - just using that skill icon.


 * Accelerated Growth.jpg Duncan's Call 5 60
 * Skill. When there are fewer than 5 spirits nearby, Duncan the Black calls to the Spirit Realm. These spirits last 180 seconds. This skill has no effect if not in range of enemies.

Effectively, he will use this skill once aggroed and will only do so again afterwards when a lot of spirits have died (via enemy or the changed Duncan's Defense) or have been shadow stepped away via swap.