
Originally Posted by
Melichoir
[...]
To clarify: I think that tanks, as a whole, should have a smaller pool of defensive cooldowns than they do presently. I'm just focusing on Dark Mind because this is primarily a thread about DRK's design, rather than a thread about overall tank balance. More broadly, I'd like to see Dark Mind, Raw Intuition, Thrill of Battle, and Bulwark removed, the 30% DR cooldowns standardised across the board (i.e. Vengeance, Shadow Wall, and Sentinel brought into line with each other), and invulns set at 5+ minute recasts at a minimum.
Because fights and incoming damage are designed with available cooldowns in mind, having ready access to powerful mitigation tools tends to devalue the weaker defensive cooldowns in your set. Conversely, if 30% DR cooldowns and invulns are relatively rare, resource-based mitigation moves like TBN and Sheltron become much more powerful, even on their own.
Dark Mind also makes DRK's defensive kit lopsided. It's better to be consistently good at mitigating damage than it is to be fantastic in some fights and mediocre in others.
My proposed suggestion was also about addressing a different complaint about DRK, namely the lack of access to defensive cooldowns prior to TBN at level 70. Basically, my suggestion is this: get rid of Dark Mind, give the player a self-target only version of TBN at level 42, and then let them upgrade it to the full version (i.e. can target a party member as well) at level 70.
There's a slight lore issue to this as well. You can't simply reduce the level at which the player gains TBN because there's a very important scene in the level 70 DRK job quest which not only references the ability, but tells you the significance of using it. So what I'm saying is basically this:
Dark Mind (Level 42): Creates a barrier around self that absorbs damage totaling 20% of your maximum HP.
Duration: 7s
The Blackest Night (Level 70): Creates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
Duration: 7s
Increases Blood Gauge by 50 when full 20% (10%) is absorbed.
Trait: "In your darkest hour": (Level 70): Upgrades Dark Mind to The Blackest Night.
As with other similar upgrade traits (i.e. Berserk and Inner Release), you lose access to the original ability once you gain the upgraded form.
Level 70 DRK story reference:
"In your darkest hour, in the blackest night… think of me… and I will be with you. Always.
For where else could I go? Who else could I love but you?”