Except the people who are supposed to be running this forum see this as shit post anyway like with all of the fan re-work threads, which in reality doesn't even matter anyway because they will never even make these changes...
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The changes you listed that I quoted I'm okay with(Dark Passenger is line AoE meaning you would need to have a different animation for it for single target because single target is for combo actions only...) the ones that I didn't quote not okay with because they don't work for tanking and requires a specialization spec system to actually work...
Your DM and TBN changes would neuter DRK's mitigation severely, when they're already weaker than the other two tanks on the mitigation front, and basically obsolete it from savage+ content entirely. You never want to nerf a tank's CD kit, or you'll find that tank quickly out of a job.
15% may only be 15% magic vuln, but it's still mitigation. A better idea is to make it 15% Omni damage to better compete with the other two tanks.
As far as TBN, you're taking away the best effect (20% on DRK) and replacing it with a massive penalty (-20% health on DRk to even use it). Why?
And it's my own personal opinion, but as intriguing as HP mechanics are, doing them on a tank is a disaster waiting to happen. I've seen BLM's kill themselves with convert way more times than I'm comfortable seeing.
A DoT that increases physical damage taken? That can be applied on a rotation? Are you trying to get rid mages, theres already people looking for 4 melee dps raids, they dont need this kind of justification. I agree that attack down should be easily applied by a Dark Knight specifically but not in this manner.
As a side note, a skill that increases damage and tp use would destroy Dark Knights and their attack speed increase but it sounds like fun on Warrior.