Quote Originally Posted by Lyth View Post
Riddle of Earth (Lv. 64, Melee DPS): Grants 3 stacks of Riddle of Earth, each stack reducing damage taken by 20%. Duration: 10s/Recast: 30s. Maximum Charges: 3.
Arcane Crest (Lv. 30, Melee DPS): Grants Crest of Time Borrowed to self, creating a barrier that nullifies damage totaling up to 10% of maximum HP. Gradually restores HP (50 potency/tick for 15 s) to self and nearby party members when barrier completely absorbed. Duration: 5s/Recast: 30s.
Third Eye (Lv. 6, Melee DPS): Reduces the amount of damage taken by the next attack by 10%. Increases Kenki Gauge by 10 when hit. Duration: 4s/Recast: 15s.

Oblation (Lv. 82): Reduces damage taken by a party member or self by 10%. Duration: 10s/Recast: 60s Maximum Charges: 2.

I understand that you have to take mitigation actions in the context of the larger toolkit, but this is why Oblation is underwhelming. If it's meant to just be a TBN upgrade, make it a TBN upgrade. Otherwise, at least let it outshine a Lv. 6 melee dps ability.
My point exactly. If TBN just got an oblation like upgrade it wouldn't be an issue. I think the problem is they are expecting the utility of oblation to be the selling point when in reality you have other ogcds to take care of. Maybe on PC its doable but on controller it does become extremely difficult to target a party member with oblation, let alone two, while taking care of keeping my ogcds rolling. The created utility for it in a game which rarely needs it if at all. Oblation just gives me 4.0 SiO vibes. Yes it is technically a good effect and useful in niche circumstances but ultimately redundant when TBN just does it all.

Im also not a fan of how back loaded DRK's mitigation is. Excluding role skills, they only get shadow wall as your true defensive in dungeon pulls till you get TBN at 70. Dark Mind doesn't even matter. Even GNB a job that was introduced at 70 gets camo, nebula and HoS before 70. It just makes leveling DRK more miserable than it needs to be.