I know I make a bit of threads, however my mind changes a lot each time I play the class. I really do want to help the classes a lot, and I want DRK to be viable in high end raids as well as other things and be more comparable to the other tanks. Right now after playing for awhile, I notice that Dark Arts has a lot of issues and i'm constantly running OOM. Here are some of my new suggestions for DRK.
People will say Dark Arts is a high skill move, but it is too much. I have to literally macro almost every ability to make it work, and it still has problems. No temporary ability should rely on another ability just to make it good besides combo ones, that isn't a good design.
Turning Dark Arts into a life-tap move that provides the same effect as the regular one is also a skillful design, you can't always have dark arts up like before, but it turns into a powerful sustain move.
Darkside:
Remove the Aura, period.
Dark Arts:
Converts 33% of all damage dealt into HP.
Nullifies the damage penalty inflicted by Grit.
Duration: 10.00s
Recast: 10.00s
Add an aura like the Dark Knight was seen in trailers, where his body turned black with black flames, however this effect is only tied to the duration of Dark Arts which you cannot spam.
Dark Dance:
For a short duration, the Dark Knight is protected against area effect abilities that do not directly target them.
Duration: 15.00s
Recast: 60.00s second recast.
No longer requires Dark Arts. Too clunky.
Carve and Spit:
Delivers a threefold attack with the potency of X, restores mana when under the effects of Darkside.
Recast: 30.00s
No longer requires Dark Arts. Too clunky.
Souleater:
Delivers an attack with a potency of 100.
Combo Action: Syphon Strike
Combo Potency: X
Absorbs 50%-100% of damage dealt as HP.
No longer requires Dark Arts. No longer requires grit for health restore.
Blood Weapon:
Increases attack speed by 10% and converts physical damage dealt into MP.
Recast: 40.00s
Duration: 15.00s
Instant Cast time.
Grit penalty removed.
Reprisal:
Delivers an attack with a potency of X.
Additional Effect: Lower's target's damage dealt by 10%.
Duration: 20.00s
Recast: 15.00s
Salted Earth:
No longer can be cast outwards, puts it under your feet instead.
Radius increased to 7y. To make up for this.
Duration: 21.00s
Recast: 45.00s
Effect decreased, no longer a circle. Only creates blight on the ground.
This ability is too clunky to use as a tank.
Shadow Wall:
Reduces damage taken by 30%.
Duration: 10.00s
Recast: 120.00s
Dark Passenger:
Deals unaspected damage with a potency of X to all enemies in a straight line before you.
Additional Effect: Lower's target's damage dealt by 5%.
Duration: 20.00s
Recast: 30.00s
Can only be used with Darkside. No longer requires Dark Arts
Power Slash:
Delivers an attack with a potency of 100.
Combo Action: Spinning Slash
Combo Potency: X
Additional Effect: Increased Enmity.
No longer requires Dark Arts
Dark Mind:
Reduces damage of attacks by 30% for attacks that deal more then 15% of your total life.
Triggers: 3.0
Duration: 30.00s
Recast: 60.00s
No longer requires Dark Arts
Delirium:
Delivers an attack with a potency of 100.
Combo Action: Syphon Strike
Combo Potency: X
Combo Bonus: Increases the targets vulnerability to magic damage by 10%.
Duration: 20.00s
As you can see, I removed the sacrifice stuff. I also changed the way Dark Arts works to be a life-tap buff.