Anything that increases current and maximum eHP is mitigation. %DR is one form of mitigation. Barriers/"shields"/absorbs are another. The heal leading to Adloquiem's barrier is not, but the barrier itself is.
(A cheat death, btw --giving infinite eHP for a time, and effectively nullifying what damage is unable to move you below 1 HP anyways-- is arguably yet another.)
Similarly, both healing (that which increases current but not maximum eHP) and mitigation (that which increases current AND maximum eHP) are forms of sustain (that which keeps you alive for longer).
It's not just ARR content in which DRK lacks defensive agency. It's all content up until level 70. Nor are other tanks typically quite so ill affected in that range. DRK no longer has Low Blow resets, an AoE Blind, increased parry chance CD (with an optional increased dodge chance), nor a repeatable self-heal -- all things it previously had before level 60.All tanks suffer in ARR content, especially if you're a seasoned veteran being synced down for roulettes.
Agreed. And same to Dark Missionary.Dark Mind is fine being a mitigation that prioritizes magic damage, but it does need to at least receive the Addle treatment and work on physical damage at half the normal value so that we can use it for trash pulls in dungeons.
"If you don't like using 3 buttons for a singular, inseparable, button-bloated decision, surely the only games for you must play themselves." Ffs...No to combining the 1-2-3 combo. If you can't do that much on a dungeon boss, you should just go play one of those idle mobile games that are advertised all over YouTube and Facebook.
Do not do this unless you want to be less able to use TBN in casual content without considerable damage loss.
Similarly, I'd rather not. If anything, just increase the damage to primary target from Abyssal Drain and remove CnS, give CnS partial cleave damage and healing per hit and remove AD, or give AD a reason to be used over CnS even in single-target (e.g., for emergency sustain, but far more potently).3.Combine Abyss Drain and Salted Earth into 1 skill with 30 sec CD. Remove Abyss Drain. We have skill like that in pvp so they don't even need to make new skill.
If we truly struggled for space, I could maybe see decoupling CnS and AD and having each create a sort of zone of effect beneath, but after the BW/Del consolidation, I don't think we are and would rather see more interesting utility attached to Salted Earth and/or Abyssal Drain separately in the future than just see either removed to save one key more.
Do similar for the other tanks, then, but sure. Accelerating access to interesting gameplay (or, just as appropriately, "replacing what's been increasingly lost from early level gameplay") is certainly a good thing.1.Move The Blackest Night to lv 40 in it's current form. This way DRK will have some kind of mitigation earlier.
4. Allow for Blood Gauge and Blood Skills at lv 30 and just improve it's potency with levels to their current state. The skills just come too late to make class fun to play in low level dungeons.