Originally Posted by
Xenosan
For DPS, the first task at hand is to alleviate the pernicious potency tax from Actions.
In 3.0 there was that exploit where you could double-dip in DA bonus effects from a singe Dark Arts by double-weaving DA>Ability>SE/PS/etc.
Well, the double-weaving is mandatory now. So to start, make that old bug a feature. Remove the 'consumes Dark Arts' aspect from Dark Mind, Dark Passenger, and Carve and Spit.
There is still the MP management aspect to using these skills (even if DP had a lower cost). There's still a recast timer on all them. So there's still CD + resource alignment and double weave stress to all of the them. That is enough.
If a GCD ability consumes Dark Arts, then Dark Arts should raise that GCD's potency. Power Slash and Abyssal Drain should have their damage increased by Dark Arts same as the other actions. Their utility effects of HP Absorb and Bonus Enmity should be genuine Added Effects gated behind Dark Arts (I would want the same for Souleater's HP absorb).
These changes won't go too far, but its a logical start. This is potential potencies that already exist in the kit, but they're getting pissed away.
The real value isn't just for these present skills either. This establishes a rule for all future Ability/Spell/Weaponskill Dark Arts Effects where there won't be a -140 potency caveat left hidden and unsaid in every DA'able Action's tooltip.