Now, with regards to the greater TBN argument, my take:
Heart of Corundum and Bloodwhetting/Nascent Flash can be used every 25 seconds.
The resources for Holy Sheltron/Intervention/Cover can be generated about every ~22.5 seconds, are only usable on other defensive utilities, and can be stored as charges for use up to twice in a row.
The resources for TBN can be stored for 3 casts... but it still has the hard CD of 15 seconds minimum between uses, a soft CD through its MP generation that means you will not have the resources to consistently use it every 15 seconds so the "shorter cooldown" is largely theoretical, and shares resources with damage skills that are a necessary part of our rotation so that failure to use TBN efficiently results in a damage penalty. Functionally, it's the worst of both worlds.
Now, on a design front, there are easier ways to accomplish having TBN be a more versatile defensive tool without resorting to the competing MP resource -- for instance, just giving it charges not unlike Oblation in its own kit or, for no other reason than proof of concept, Holy Sheltron.
The primary reason to maintain the competing MP resource is to preserve the illusion of a "counterattack" element, while also maintaining damage neutrality. However, this comes at the expense of the versatility of our MP-based toolkit: while Heavensward and Stormblood provided a small plethora of recastable utility spells and allowed MP to be used on Dark Arts, Shadowbringers and Endwalker have limited the job only to a pair of redundant oGCD options as alternative uses for MP, which cannot be altered without making our already bland DPS toolkit even more braindead. This is in spite of the job being designed and billed as the "magical tank" and progressively losing its magic, so that our main magical element is... what, Living Shadow?
Is this the same as saying TBN is at fault for our kit as it is? No, you can't blame the piece of gum for holding back the dam. As has been pointed out many times, TBN itself was concurrent with several MP-based skills in Stormblood, though its practicality at the time is another matter entirely since it was a rather different skill back then and the devs clearly moved on from that design for one reason or another.
However, do I think preserving the current design of TBN provides an obstacle for designs to expand the kit further? Yes. Especially when points of contention include DRK's lack of sustainability or utility -- things taken away with the shift in MP skills in ShB -- or the blandness of its damage toolkit which hangs heavily on its pool of oGCDs. Any new MP skill has to be weighed against the DPS value of both TBN and the Darkside skills and, as we've already discussed, any shift in Dark Arts' interaction has to consider the potential to abuse TBN for damage gain beyond the scope of its intent as a defensive tool, which I believe was one of its failings in Stormblood when it provided Blood Gauge.
In short, as of right now, TBN is designed to only account for Edge and Flood. Forever. That's... pretty limiting.
I would also point out that there are ways to preserve damage neutrality AND maintain the counterattack without resorting to having TBN on the same resource as a pair of damage skills. For instance, in PvP we see the option to have Dark Arts negate an HP cost on a damage skill that is otherwise a part of the rotation, effectively increasing the job's sustainability. There are creative ways you can use to reflect that in PvE, including but not limited to just copying the PvP interaction wholesale.
On the other hand, whether DRK needs to preserve the counterattack element in any theoretical future iterations is another issue entirely. One could argue that it serves to further inflate the myriad themes of the kit while diminishing each to make room, not unlike SMN's previous positions both as DoT and Pet Mage, and that such a position itself was largely outmoded with the change in DRK's kit come Shadowbringers and the removal of, say, Dark Dance/Reprisal and Blood Price.
Personally I could see either argument there, especially when I feel like GNB is a job that flounders from lack of its own distinctive tanking niche, though "trading elements between tanks to give them to tanks who might be better served from them (either thematically or mechanically)" is apparently a taboo suggestion. But, flipside, counterattacking is a core part of making TBN unique so, whatever.


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