I've decided to explain in detail why you missed the point with Teir IV spells or any magic damaging spells.
DRK vs BLU
The DRK vs BLU agument is really bad
BLU need Magic to be functional without magic BLU is the worst job in the game because the
main aspect of the job is it's magic.
DRK without magic is pretty close to a DRK with magic because with DRK the
main aspect of the job is it's melee.
If you can't see why BLUs magic needs to be better than DRK in magic then forget it just click ignore on me and don't read the rest of this.
DRK should never be about nuking
If SE go down the route of making DRK a more of a mage type job a massive overaul needs to be done.
For example if we became competent magic DDs then SE would have to make DRG SAM MNK WAR more powerful than us in melee because as we get magic buffs they'll get melee buff. This one thing i don't want.
Also the people that play DRK already play DRK as a melee that uses magic to augment it's melee you are asking for something that is job changing as getting DRKs to nuke with elemental magic do you not see it doesn't even fit what DRK is or was in the past.
I mean by the way you see drain as a DMGing spell i see it has a hp recover spell to keep me alive and hance allow me to keep meleeing.
The point nukes have never been a part of DRK and never should be because it changes the job too much and would prolly come at a cost.
Not to mention the stuff i pointed out in the previous post of the large mp cost, casting time and DRKs lack of gear to back the DMG up.
DRKs Magic is really good as it is and we should get more of it.
Drain I/II = Keeps you alive is very handy solo or lowman or if a mage is struggling to keep up
Drains could be impoved by allowing MAB to increase there DMG and aka Hp recover.
Aspir I/II = Really good if the mob has mp
the only pro with this is not all mobs have mp
Stun = As spells go this is one of the best in the game stunning magic and tp moves is one of the reasons DRKs can be an asset to have over other DDs.
Absorb tp = Tp = WS = Good plus ur delaying the mobs next tp move = Super win
Dread spikes = Semi useful but we all use it it could use some tweaking but it works ^^
Endark = +50-60 attack and some dmg from melee this is a amazing spell.
Honestly these 8 spells are amazing and work really well with DRK if SE needs to learn anything about what DRKs magic should be it's from these.
I would like to see Break on DRK this fits the job really well outside that i have no clue maybe a Drain III or a Terror spell