Quote Originally Posted by Shurrikhan View Post
I mean... I guess, but DA isn't really a thing in itself. It's just a way by which TBN limits its casts per minute to less absurd levels of total mitigation.

More importantly, if you anything you add atop that just makes all the more of DRK's performance depend on how many TBNs can be popped per average minute, which is negatively impacted by increasing Vitality in a way that... well... nothing else in this game is.

That's not some crippling flaw, but... it does kind of kill any hype I'd have for it (though admittedly that's in part because I already find TBN plenty satisfying compared to any other on-demand save for perhaps Shadowbringers Nascent Flash).
Fair enough. It's more of a personal preference to me, anyway. I like the idea of getting offensive options from mitigation, it just doesn't work well in practice because of chasing higher dps with it, which leads to one thing or another.

Quote Originally Posted by Shurrikhan View Post
If there were at least a difference in animation so that it'd better make sense that "Edge/Flood" (which really has two forms) only heals under certain conditions, I'd be cooler with this, but otherwise I'd rather keep it simple via a higher max count of banked MP value (via DA) and any Edge/Flood self-healing. Give a bit to Carve and Spit (2 charges, 40s CD, still shared with Abyssal as to have more control over ST vs. AoE) and to Salt and Darkness (not Salted Earth, as that's use-on-CD), and boom, there's significant event-based truly bursty stuff to schedule mitigation around as not to overcap on HP while also having plenty of flexibility in banking.
I think I would prefer a newer animation with the DA proc regardless if we took my route of dps net gain. Say without the proc it remains as edge/flood but with proc it changes to the other action/animation with DA.

I have stated my agreement with it in the past, and I still stand by Carve and Spit/AD being put on a 30/40s cooldown with two stacks. I think I personally would take another combo action after Salt and Darkness, whether or not just one or both of them were to be given some small sustain. all of this and moreso if they give them some interaction with DA procs or elsewhere (likely Blood Weapon, if I had to guess)
This is still also taking into account they actually tone down the ogcd bloat in the burst to begin with. Which as we stated before would be at least partially solved by Shadowbringer being put on one charge on a 60s cooldown with a mana cost.