This wasn't the only change made to Dark Knight that Yoshi announced. The full list for Drk is as such:
That's also just a drop in the bucket to the mass amounts of other changes being implemented. You can read the rest here, if you're interested.
Drk was made far more viable with several of these additions. Further, in PvP, burst potential is everything. With a shorter Dark Arts cast timer it is possible for Drk to extend their total burst for a longer duration with a higher potency at the expense of going completely broke on Mp. That sounds utterly ludicrous from PvE standpoint, of course, but in PvP it's a viable option and tactic when that extra bit of dps can make all the difference. It kind of puts Drk's in the same position as Pld, in that they'll have to make a conscious decision as to if the burst is worth the sacrifice. Another thing to remember is that Darkside already has a dramatically reduced mana drain effect in PvP settings (effect is reduced by 1/3 in PvP), so their Mp is already much more sustainable in the arena. I totally understood where these decisions came from for PvP ... It was the PvE part that seems a bit odd to me.
From what I can tell, it really does seem more like a QoL adjustment than anything else. I mean, IF SE implemented a stronger mana regen, or just flat out reduced the cost of Grit and Dark Arts, then I could kind of see this making a difference to our overall dps, but without those additional changes it just seems more like an ease of use kind of thing. That said, I really don't know if any additional changes are coming to Drk in that patch. The post was PvP specific. No further job adjustments were detailed outside of PvP announcements. I really don't think they're changing anything else (I figure they would have said something by now if they were), but that's not to say they never will (a man can hope).

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