Alright, if you wanna go into technicalities, I'll happily oblige because apparently something isn't clear here.
Alright, let's actually compare the mitigations a bit:I am sorry Guts, but those two are leagues apart. One can do it high but with lots of "but" and "if", the other's only requirement is having it on a 45s recharge timer, as per your suggestion, and can do it to more than one player at a time. The only situational cost here is the inflexibility of being able to split the magic mitigation and generic mitigation for personal usage (i.e. what we have now).
- Intervention - 10% from Knight's Resolve, 10% from Intervention, 20% if either Rampart or Sentinel are active (we assume it is). Takes about 22s to charge one use (2.2s AA recast x 10)
1 * 0.8 (Intervention) * 0.9 (Knight's Resolve) = 0.72 x of damage remaining, meaning 28% mitigation.
Furthermore, it is only 28% mitigation in the first 4 seconds AND Rampart/Sentinel active, 19% if it is not active, 20% if active and after Knight's resolve expires, 10% if not active and Knight's resolve expires. To add to it, you can only use 1x Intervention within 10 seconds, very much unlike Oblation and your suggested Dark Mind / Oblation merge.- Dark Mind-Oblation-merge - 20% magic mitigation, 10% generic mitigation (net 29% vs Magic) for 10 seconds and no mitigation decay and no requirement of having your own Rampart or Shadow Wall online for full power, on a 45s recharge, can toss out two at the same time to non-tank targets on top of still being able to toss out TBN to a 3rd. And have TBN pretty much up a few seconds later for personal use or another ally.
Not once did I say heal over time, as it would very obviously lean onto Aurora's effect if I said that. I said (multiple times) a direct heal upon expiration of Oblation, based on this skill from Astrologian:
Alright, let's talk button bloat then. Let's start with the obvious examples that aren't mentioned yet.Yet here you are, trying to justify why Oblation has to go instead of be built upon, in a sorry attempt to appease to Square Enix's funky button consolidation.
- Edge of Shadow + Flood of Shadow - merge the skill. Why do we have two identical buttons for different amounts of enemies here?
- Bloodspiller + Quietus - minus the difference in MP generation under Delirium (which is awful in itself right now), same as above.
- Carve & Spit + Abyssal Drain (current) - they literally share a cooldown, why not make Carve a forward cleave with a 600 potency heal for the first target and 200 heal potency (and 60% fall-off damage) for every further? Why have two different ones?
- Shadowbringer - functionally the most uninteresting option of a damage skill ever given to us, with no meaningful interaction possible. Could literally just be an EoS/FoS upgrade and I wouldn't be wiser and would free up opener / burst bloat.
- Lack of PvP-style combo consolidation as a toggle / option - would free up three more buttons if desired.
I agree that DRK could use some manner of HP recovery beyond providing just HP shielding with TBN (which is counted as healing for statistics, btw), however I believe there are healthier options than axing an interesting, if underdeveloped skill that has a niche in flexibility so far no other tank can fill. And as someone who religiously played DRK in Stormblood, let me tell you, DA-Abyssal Drain lifesteal purely being gated by resources made healers infinitely more obsolete than Bloodwhetting ever did. Sole Survivor was nice and honestly underdeveloped (could have done more with it) but DRK's AOE lifesteal was beyond stupid and puts current day WAR to shame.
As for TBN's meme with having to be broken, said for a while now that the duration should have been 8s like the other tools if not 10s like the PvP version for a while now. The latter would create some interesting gameplay options with mitigation timing by chaining TBNs cooldown.
As for the last bit:
Pretty much agree on 100% of this on that bit.
As for ideas to handle cohesive mitigation and job identity - I'd like to point at one thing from WAR, that is a gnarly thorn to me (literally) and that other tanks do not capitalize on, namely Vengeance being more than just a 30% mitigation tool but having additional interaction.
Given the lengthy cooldown, it could be interesting to give Shadow Wall an effect that could maybe consolidate damage taken in the 15 seconds that it is up and upon expiration (see a theme I'm doing here?) heal you for a portion of that damage taken. Further mitigation would reduce how much you'd heal by virtue of taking less damage, but HP shields would keep it unchanged (TBN) because it's technically a type of HP.
Dark Mind I'd simply give the Addle treatment so DRK's can use it at a lesser power in physical-only fights. Oblation I mentioned a bunch of times already. TBN maybe making next EoS/FoS have heal potency attached if broken (Dark Arts effect), leaning into the vengeance hit trope. Hell, make Salted Earth have a mitigative effect similar to PvP for the DRK only.