Dark Knight - GLD30/THM15 - Uses MRD skills as well
Upon equipping your Job Soul, Flash is converted to Darkness.
Darkness
- Increases mana cost by 100%.
- Adds a 230 Potency damage component, divided equally among targets hit.
- Returns 40% of damage dealt as hit points.
- Enmity is adjusted to take into consideration the damage and healing, to keep it even with a Paladin's Flash.
- Blind effect is removed.
30: Dark Soul (Spell Cast Animation, creates a dark aura around you)
- Drains 30% of the DRK's total hp to mitigate all damage by 25%, and increase healing on you by 5% for 30s. Decreases damage output by 10%, increases enmity generated. On GCD, breaks all of your combos
- Cast time of 0s (instant, still considered a spell)
35: Drain (Spell Cast Animation)
- 200 potency spell that returns 150% of damage done as hp. Enmity modifier 4x
- Cast time of 0s (still considered a spell)
- Cost double MP while in Dark Soul
- Off GCD, 15s CD
40: Absorb (Spell Cast Animation)
- 240 potency attack that combo's with Riot Blade to add a 8s buff that returns 3% of incoming damage into MP. 4x Enmity modifier, if not combo'ed: 100 potency with a 4x modifier, returns .5% of damage to MP for 8s
- Weaponskill
45: Soul Leech (Bloodbath Animation)
- Ability off-gcd that puts a 25s DoT for 5% of current HP/tick on YOU that increases your damage mitigation by 5% per tick until it expires @ 24s. 2m refresh. EX: tick 1 = 5% of HP as damage to you, and 5% mitigation | tick 2 = 5% of HP as damage to you, and 10% mitigation | tick 3 = 5% of HP as damage to you, and 15% mitigation, etc.
50: Unholy Ground (Hallowed Ground Animation)
- Consumes all of your mana and reduces your hit points to 1 in exchange for 15s of immunity, the first 10s of which you are pacified and and healing spells have 1% effectiveness on you. Removes ALL status effects, including beneficial ones.
I changed some minor stuff, I don't think a DPS stance is needed, since there are a lot of damage dealing capabilities here in Darkness and the Improved Drain.