The only class that can get aggro off of a competent tank that isn't painfully undergeared is a WHM spamming Medica II. Every other class will, at best, manage to get to 25-50% total enmity *if not less*. You're essentially recommending a DPS class that is supposed to sit at 90-95% of tank aggro to deal maximum damage, which, when you consider any kind of pug situation, presents a *lot* of risk since you can't really guarantee that you're not going to massively overgear the tank or that the tank is even especially competent.
Your entire argument for the viability of this idea hinges upon everyone doing everything absolutely perfectly. You're allowing for almost no leeway, which is kind of necessary, especially when you're telling a DPS to ride the tank's ass on enmity while simultaneously not overtaking them. This class would be a pariah in group content because of that because you're, essentially, *encouraging* them to piss off tanks.
On top of that, half of those abilities you'd never want to use. Enmity isn't a resource like MP or TP where you constantly recover a percentage of total value or Wrath where you generate stacks on a regular basis. After the first 20 seconds of the fight, if you used Sinister Plan, you'd be reducing your bonus damage from your stance to nothing for the entire fight, since, at that point, you're talking about having 0 enmity when everyone else has several tens of thousands: you're never going to get above 25% (this is why, when rezzing a tank, that tank *has* to use Provoke; they stand no chance of getting back to the top enmity ever again). The best you could hope for is using Braintwister to get a bit of an enmity boost from another DPS or healer but, for that, you're still restricting Sinister Plan to being used all of 2-5 times for the entire fight (half as much if you're with another of this same class). Facepalm (I'm not even sure how you came up with this name because it makes absolutely no sense to me; facepalming is something you do to yourself as a demonstration of exasperation, not something you do to someone else) would also be horrible because you're actively making the tank's job harder by reducing their enmity as well (not to mention that you'd be screwing with other Dark Knights).
Your design is bad because it doesn't work *on so many levels*. The abilities you've suggested provide no benefit in practical terms and oftentimes actively impede the use or effectiveness of others. If it *were* implemented as such, you can be sure that the job would suddenly become the black sheep of the metagame where no one wants to run with it at all. If you think WARs have it bad, your Dark Knights would have it *so* much worse.



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