In spoiler brackets is the 2.1 patch WAR fixes, for that discussion some context may help.
Brutal Swing
Recast time has been reduced from 30 to 20 seconds.
Overpower
Enmity generated has been increased.
Mercy Stroke
Recast time has been reduced from 60 to 40 seconds.
Thrill of Battle
Effect duration has been increased from 10 to 20 seconds.
Storm's Path
The combo bonus now also reduces damage dealt by enemies by 10%.TP cost has been reduced from 90 to 60.
Holmgang
Range has been extended from 3y to 6y. Enemies will now be pulled toward the caster. While under the effect of Holmgang, the caster's HP cannot be reduced to lower than 1. Players can now change the direction they are facing.
Vengeance
Now reduces incoming damage by 30% for 15 seconds.
Storm's Eye
TP cost has been reduced from 70 to 60.
Defiance
While under the effect of Defiance, characters will now gain increased enmity, and HP recovered via curing magic is increased by 20%.
Inner Beast
HP absorption effect has been reduced from 300% to 100%. Now also reduces damage taken by 20% for 6 seconds.
Unchained
Recast time has been reduced from 180 to 120 seconds.
Steel Cyclone
Now generates increased enmity.
Wrath
The increased HP recovery effect has been removed.
If DRK/AST are going to remain hybrids - I'm fine with that - but there are some tweaks that both could use to make DARKNESS and CARDS feel less clunky, less like an obstacle, and instead more distinguishable and role-enhancing.
IMO their development falls short due to the lack of a base Class in which JOB abilities build up upon. Rogue to Ninja for example - a solid-unique core with a layer of Ninjitsu thrown on top that further distinguish the Job. Arcanist into SMN/SCH - same deal.
DRK/AST don't have that kind of design. Darkness & Cards aren't vertical mechanics added to a solid core, instead they're horizontal. They serve as gates, restrictions, & limitations a player has to stance-dance or resource manage around to get access to half the role's repertoire.


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