If I had a wishlist for 'quick fixes' that don't make up a complete DRK overhaul:
1. Allow Dark Knight to store up to four charges of Dark Arts. TBN's advantage in terms of pure power is gone now - and that's okay - so its main remaining advantage is its lower cooldown. But DRK is punished for taking advantage of that, because you lose the ability to put all your Edge of Shadow casts under raid buffs. If DRK were free to use TBN in any circumstance where it will break (which it would be if it could bank multiple Dark Arts charges), it would easily have parity with the buffed versions of the other tanks' skills, without being overpowered or underpowered.
2. Dark Mind should be DRK's equivalent to Passage of Arms: Utterly useless in fights that don't cater to it, but absolutely hands-down the best skill for the job in fights that do. Currently, it's not quite good enough for that. The duration and magic mitigation should be increased: Either 30% for a 15s duration, or 25% for a 20s duration (obviously retaining the 60s cooldown).
3. Oblation needs a small bump, in basically any direction: Either increase its mitigation to 15%, increase its duration to 15s, or reduce it's cooldown to 30s (only one of these is necessary). Better yet would be to create some sort of interaction between TBN and Oblation, but these are quick fixes, not overhauls.
4. Living Dead should have its cooldown reduced to 240s, and Holmgang should switch places with it and be given a cooldown of 300s. Keep the healing requirement, but compensate for that drawback by giving it a clear advantage over other invulns. "Lowest cooldown" is the best advantage an invuln could have, and that should be paired with the one that has the greatest drawback.
5. Make Blood Weapon upgrade into Delirium by trait at level 68, and increase Delirium's MP regeneration from 200 to 1200 (500 to 1500 for Quietus), and add 20 Blood generation for each Bloodspiller/Quietus under Delirium. This one pains me to write, because I think Blood Weapon should be a part of Dark Knight (and Delirium should not) - but if Blood Weapon doesn't have the 10% haste, doesn't have ~37.5% uptime, and doesn't proc on all physical attacks including oGCDs, then it's not Blood Weapon. As it is, there's absolutely no reason for Blood Weapon and Delirium to be separate skills.
6. Greatly shorten the time between activating Living Shadow, and the skill beginning to deal damage - ideally, the first hit would happen the instant that the button is pressed, but if that somehow isn't possible then it should still take less than a GCD. Esteem's spawn animation just isn't cool enough to justify anything about this, and 6.0 classes are trending toward earlier and earlier raid buff activations, meaning that the 3 GCD + 6 seconds minimum activation time on this skill is becoming more and more of a problem.
In general, I don't believe in removing drawbacks, disadvantages, and limitations from skills - instead, those drawbacks, disadvantages, and limitations should come with proportional advantages and benefits that make them good enough to warrant having downsides. I also think that Dark Knight needs a full, complete overhaul in the future, to bring it more in line with the playstyle it had in Heavensward - but in the meantime, it has relatively few problems with efficacy, and shouldn't be overly homogenized with the other tanks. I quite like that it still has skills with quirks and limitations; it just needs a little help to make the class feel like learning to live with those quirks is actually rewarding.


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