From 75->90 the additions to DRK have been very disappointing.
Occult Acumen = This was kinda nice but DRK really has no Niche in casting and the Drains (DRKs main DMG spells) give very low tp returns making this abilty useful for nothing...
imo if it was based on casting time and effected absorb spells (not inc. tp) then it would of been a great addition and would make up for the loss of tp from casting.
Critical Attack Bonus = This was definty a postive addtion but since DRK doesn't have crit ws it really didn't fit the job the better addtion would of been a dmg bonus to WS like overwhelm rather than this or an abilty that allow our WS to crit.
Tactical Parry = This could be removed from the job unless ur turning DRK into a tank or solo job in the future this addition was terrible, when this was added it felt SE gave up on drk.
Attack bonus V and Endark = Were decent additions to DRk and fitted the job well thx.
Teir III spell = maybe it was to be intended to be used with Occult Acumen but the mp cost is too much and the dmg too low in other words it just seems pointless.
I did read that you wanted DRK to use magic more and increase it mp recovery but until you add some way for DRK to boost the physical dmg with magic or give DRK some high dmg high tp return spells and maybe increase there defensive prowess combined with a way to recover there mp without it being a pain (an abilty to covert ws dmg to mp???)
Either way i'd rather see more effort put into stuff like occult acumen so it's useful for DRK rather than TIII spell, Tactical parry and crit dmg boost.