Why? Dark Arts is part of what gives the job its pacing, all the MP costs and returns are designed around it. Every Dark Arts ability has an occasion where you would or would not want to DA it.
-Souleater: While leveling, alternating between DA and non-DA Souleater is your best MP-to-DPS efficient rotation once aggro has been established before getting Delirium.
-Dark Dance: DA on trash w/o Blood Price, non-DA on bosses.
-Dark Mind: DA during progression, non-DA to save MP once attacks are survivable without it.
-Dark Passenger: see Dark Dance
-Carve and Spit: DA on single target, non-DA during AoE.
If people take the time to understand DRK's design instead of mindlessly parroting back Xeno's mogtalk soundbites, its clear that Blood Weapon is our OT stance in cooldown form. Allowing it in Grit is akin to allowing Deliverance and Defiance, or SwO/ShO to be used simultaneously.
This along with other changes you have both reduces the penalty and skill ceiling for DRK's playing poorly and encourages enabling/disabling Darkside which should be on 100% of the time that you are in combat.
Terrible design choice IMO, although I see that you're trying to balance this around not having DA anymore. It just makes the job easy and boring.
This again implies toggling Darkside off and on when it should be on pretty much all the time.
@Scourge - RIP any tank comp without a DRK w/ a 100% uptime Trick Attack.
@Delirium - DRK does not need a Silence. Its very difficult to have a party comp that doesn't have at least one silence.
All this does is make the decision between Delirium and Power Slash harder, when it doesn't need to be. Its also still 100% inferior to DA Souleater.
Needless, and a huge boost to DRK MT DPS, further locking us into MTing.
There's a reason they don't give tanks PvE heavy effects, because it screws with positioning. So "no" to this.



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