Well, I decided to spend some time tuning stuff I posted in another thread, then decided to just make a write up for the three tanks. Ground rules for this was to stay as close as possible to the gameplay paradigms the devs have set, renewable/permanent debuffs are gone (no STR debuff, INT debuff, nor all damage debuff) and all three tanks have some form of group mitigation.
It's nowhere near what the devs would do with these jobs, but this was basically me fantasizing about stuff.
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Paladin
Summary of Changes
- Flash trait now gives it a small amount of damage in addition to the Blind effect.
- Shield Bash nerfed from 110 potency to 100.
- Provoke's cooldown reduced to 35s.
- Rage of Halone now only has enmity effects and does nothing else.
- Shield Swipe is now strictly an interrupt.
- Awareness duration extended to 20s baseline. Trait grants a 25% chance to increase the damage of your next weaponskill.
- Obsess is a new cooldown to replace what we currently know as Bulwark. Bulwark itself has been redesigned and will still be part of the kit.
- Sword Oath increases all damage dealt by 10% but seals away any "Increased Enmity" effects on skills like Halone, Shield Lob and so on.
- Cover has been redesigned into a gap-closer that has built-in mitigation.
- Spirits Within has been redesigned. Its damage has been normalized to 210 potency but Sword Oath and Shield Oath grant a chance that its cooldown will be reset by melee swings or shield blocks, respectively.
- Hallowed Ground's cooldown reduced by 30s.
- Clemency healing potency nerfed to 900, but with an effect that will reduce the cast time by 50% if used after a block.
Class Abilities
01 Fast Blade - Delivers an attack with a potency of 150.
02 Rampart - Reduces damage taken by 10% for 20s. Cooldown: 90s.
04 Savage Blade - Delivers an attack with a potency of 100. Combo action: Fast Blade. Combo potency: 200. Combo bonus: Increased enmity.
06 Fight or Flight - Increases physical damage dealt by 30% for 20s. Cooldown: 90s.
08 Flash - Increases enmity in all nearby enemies.
10 Convalescence - Increases HP restored by spells or actions by 20%. Cooldown: 120s
12 Riot Blade - Delivers an attack with a potency of 100. Combo action: Fast Blade. Combo potency: x. Combo bonus: Restores MP.
15 Shield Lob - Delivers an attack with a potency of 120. Additional effect: Increased enmity.
18 Shield Bash - Delivers an attack with a potency of 100. Additional effect: Stun for 3s.
22 Provoke - Gesture threateningly, putting you at the top of the target's enmity list. Cooldown: 35s.
26 Rage of Halone - Delivers an attack with a potency of 100. Combo action: Savage Blade. Combo potency: 280. Combo bonus: Increased enmity.
30 Shield Swipe - Delivers an attack with a potency of 50. Additional effect: Silence and pacification for 2s. Cooldown: 30s.
34 Awareness - Nullifies the chance of suffering critical damage for 20s.
38 Sentinel - Reduces damage taken by 30% for 10s. Cooldown: 180s.
42 Tempered Will - Immediately cure Blind and Heave, while preventing knockback and draw-in effects for 10s.
46 Obsess - Reduces damage taken from your current target by 5%. Additional attacks from that same target increase the amount by 1%. Caps at 10%. Duration: 20s. Cooldown: 60.
50 Circle of Scorn - Delivers an attack with a potency of 100 to all nearby enemies. Deals damage over time with a potency of 30 for 15s. Additional effect: Increased Enmity. Cooldown: 25s.
Traits
08 Enhanced Vitality
14 Enhanced Rampart - Increases damage reduction granted by Rampart to 20%.
16 Enhanced Vitality II
20 Harmful Flash - Adds Blind effect to Flash for 12s and deals damage with a potency of 25 to all enemies affected.
24 Enhanced Vitality III
28 Enhanced Fight or Flight - Extends Fight or Flight duration to 30s.
32 Enhanced Convalescence - Improves the HP recovery increase granted by Convalescence to 30%.
36 Enhanced Shield Bash - Extends Stun duration inflicted by Shield Bash to 6s.
40 Armor Mastery - Increases defense and magic defense gained from individual body armor by 3%.
44 Combat Awareness - Physical damage received while Awareness is active has a 25% chance to increase the potency of the next weaponskill by 20%. Buff duration: 6s.
48 Enhanced Sentinel - Increases damage reduction granted by Sentinel to 40%.
Job Abilities
30 Sword Oath - Increases damage dealt by 10%. Removes "Increased Enmity" effects from all abilities. Effect ends upon reuse.
35 Cover - Run to target party member, absorbing the next two attacks aimed at them. Duration: 8s. Cooldown: 90s.
40 Shield Oath - Reduces damage taken by 20%. Reduces damage dealt by 15%. Increases enmity. Effect ends upon reuse.
45 Spirits Within - Delivers an attack with a potency of 210. Cooldown: 45s.
-----Shield Oath: Shield blocks have a 15% chance to reset the cooldown of Spirits Within.
-----Sword Oath: Auto attacks have a 10% chance to reset the cooldown of Spirits Within.
50 Hallowed Ground - Renders you impervious to most attacks for 10s. Cooldown: 390s.
52 Bulwark - Increases shield block rate by 100% for 5s. Cooldown: 30s. Additional effect: The first block made while Bulwark is active will restore MP.
54 Goring Blade - Delivers an attack with a potency of 100. Combo action: Riot Blade. Combo potency: 240. Combo bonus: Damage over time with a potency of 50 for 24s.
56 Divine Veil - Creates a protective barrier around all party members within 15y that absorbs damage up to 10% of your max HP. Duration 30s. Cooldown: 150s.
58 Clemency - Restores target's HP. Cure Potency: 900. Additional effect: Restores to self 50% of HP restored to target if target is a party member. Cast time 2s. If used immediately after blocking an attack, the cast time is reduced by 50%.
60 Royal Authority - Delivers an attack with a potency of 100. Combo action: Savage Blade. Combo potency: 350.
Notes
- PLD's design is pretty solid when it comes to ability spread, so this is more like a list of tweaks rather than a massive redesign/overhaul.
- The thing with Flash is not final. Some people complain about PLD AoE, which is why I threw that in, but can easily remove it if needed. Granted, Ultra-Flash from A6 sort of sold me on the possibility of Flash doing damage.
- Shield Swipe being turned into a true-blue interrupt deals with a main issue I have with PLD's design, in that interrupts are tied to strong abilities (old Spirits Within), except that doesn't work on a tank because the tank's damage = aggro generation, and having to hold out on abilities with strong damage for the sake of being able to silence is a losing proposition.
- The new Awareness trait gives it a use in situations that are not Shiva EX, and the potency boost is balanced by the proc rate and the fact that you can't save it, as the proc will get spent on the next weapon skill. Which means that yes, it can proc and you can accidentally use it on Shield Bash or Circle of Scorn.
- Obsess is sort of like a defensive version of Awareness, with incremental gains as you continue to get hit by your target. I haven't fleshed out the design, but an idea I had for it was that the damage reduction would reset back to 5% if you switch targets. Problem is that as someone whose game constantly drops/loses targets, I'd probably get screwed by this cooldown pretty hard. Ideally you'd hit the cap at around the time there's 5 seconds left in the duration.
- Sword Oath is basically a DPS stance now. Increased damage and synergy with Spirits Within at the cost of enmity bonuses on weapon skills. This would deal with an issue during ARR where a PLD off-tank would ride the main tank's threat without meaning to.
- Cover being a gap-closer makes sense (insert "look out, Mr. President!" jokes). It'd still have its uses when covering another tank, just not for as long as in the current game.
- Spirits Within would become both filler and a proc to watch out for, regardless of your stance. I'm thinking of buffing the proc chance while in Shield Oath, but 15% seems fair to me for the moment.
- Bulwark is basically an improved version of what we currently know as Sheltron. Only the first block that procs while under the effect will restore MP.
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Warrior
Summary: WAR redesigned to be more like a tank that ignores pain and constantly switches stances to fight optimally.
Class Abilities
Note: Numbers in () denote potencies while under the effect of Destroyer
01 Heavy Swing - Delivers an attack with a potency of 150.
02 Combat Rush - Recover 20% of your base max HP over 12s. Cooldown: 120s.
04 Skull Sunder - Delivers an attack with a potency of 100. Combo action: Heavy Swing. Combo Potency: 180 (210).
06 Fracture - Delivers an attack with a potency of 100. Additional effect: Damage over time with a potency of 20 for 18s. Defender: Reduces damage you receive from target's attacks by 10%.
08 Brutal Swing - Delivers an attack with a potency of 80. Additional Effect: Stun for 3 sec.
10 Overpower - Delivers an attack with a potency of 100 (130) to all enemies in a cone in front of you.
12 Tomahawk - Delivers a ranged attack with a potency of 110 (140).
15 Defender - Enhances certain abilities. Increases enmity. Cannot be used with other stances. Effect ends upon reuse. Cooldown: 15s.
18 Maim - Delivers an attack with a potency of 100. Combo action: Heavy Swing. Combo potency: 170 (200). Combo bonus: Increases damage dealt by 10% for 24s (20% when under the effect of Destroyer).
22 Berserk - Increases attack power by 25% (50% when under the effect of Destroyer) for 15s. Prevents the use of weaponskills for 15s. Cooldown: 90s.
----This replaces the above if under the effect of Defender: Ignore damage up to an amount equal to 10% of your max HP. Effect duration: 10s.
26 Mercy Stroke - Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored. Cooldown: 90s.
30 Butcher's Block - Delivers an attack with a potency of 100. Combo action: Skull Sunder. Combo potency: 260 (290).
34 Vengeance - Reduces damage taken by 20% for 10s. Upon reuse or expiration of the effect, delivers an attack with a potency of 250 (potency increases based on the amount of damage taken while the effect was active; caps at 400 potency). Can only be used while under the effect of Defender. Cooldown: 90s.
38 Storm's Eye - Delivers an attack with a potency of 100. Combo Action: Skull Sunder. Combo Potency: 250 (280).
----Defender - Combo Bonus: Increases enmity generated by your attacks for 20s.
----Destroyer - Combo Bonus: Reduces target's healing received by 20% for 20s.
42 Charge - Rush at target, placing you at the top of target's enmity list and delivering an attack with a potency of 50. Cooldown: 35s. Shares a cooldown with other taunt abilities.
46 Holmgang - Draws target to the caster, binding both for 6s. Cooldown: 150s.
50 Steel Cyclone - Delivers an attack with a potency of 200 (230) to all nearby enemies. Can only be used while under the effect of Defender or Destroyer. Cooldown: 45s.
Traits
08 Enhanced Vitality
14 Raw Intuition - Strength now increases parry rate.
16 Enhanced Vitality II
20 Enhanced Combat Rush - Increase the recovered HP to 30% of base max HP.
24 Enhanced Vitality III
28 Enhanced Brutal Swing - Extends Brutal Swing duration to 5s.
32 Enhanced Fracture - Extends the duration of Fracture to 30s.
36 Enhanced Mercy Stroke - Shortens the recast of Mercy Stroke to 40s.
40 Enhanced Berserk - Increases the amount of damage ignored to 20% when in Defender, and increases the duration of the attack power increase when in Destroyer to 20s.
44 Raw Intuition II - Strength now also increases parry threshold.
48 Focused Vengeance - Increases the damage reduction to 30% and raises the potency cap to 450.
Job Abilities
*Warrior Job Stone effect: Certain abilities used while under Defender and Destroyer will grant stacks of Wrath.*
30 Destroyer - Enhances certain abilities. Cannot be used with other stances. Effect ends upon reuse. Cooldown: 15s.
35 Inner Beast - Delivers an attack with a potency of 300. Reduces incoming damage by 20% for 6s. Ignore damage up to an amount equal to 10% of your max HP for 6s. Can only be used while Infuriated and under the effect of Defender. All Wrath is lost when used.
40 Intimidate - Reduces target's damage dealt to you by 25% for 6s. Cooldown: 180s.
45 Infuriate - Instantly grants five units of Wrath, changing status to Infuriated. Cooldown: 60s.
50 Final Stand - Increases your HP by 100% and restores the amount increased for 6s. Cooldown: 240s.
52 Decimate - Delivers an attack with a potency of 200 and switches you into the opposite stance. Can only be used while Infuriated and under the effect of Defender or Destroyer. All Wrath is lost when used.
-----Defender: If target is under the effect of Fracture, consumes Fracture, deals damage equal to Fracture's remaining damage over time and refunds 1 Wrath.
-----Destroyer: If target is under the effect of Fracture, consumes Fracture, causes you to ignore damage up to an amount equal to 15% of your max HP for 6s and refunds 1 Wrath.
54 Fel Cleave - Delivers an attack with a potency of 400. Can only be used while Infuriated and under the effect of Destroyer. All Wrath is lost when used.
56 Warcry - Increase maximum HP of self and party members within 15y by 15% and restores the amount increased for 10s. Cooldown: 120s.
58 Equilibrium - Restores own HP when in Defender. Cure Potency: 1200. Restores 200 TP when in Destroyer. Cooldown: 60s.
60 Obliterate - Delivers an attack with a potency of 600. Prevents TP regeneration for 12s. Cooldown: 90s.
About stances
One way to integrate stance dancing without leading to the drama we had from 3.1-on is to remove notable bonuses from stances and instead focus on how they affect a class mechanically. In the case of WAR, separate utility, buffs and overall performance between both stances to encourage the player to learn to stance dance without making it seem like something that only exists for the sake of numbers.
As such, Deliverance and Defiance are gone and replaced by their JP counterparts, Defender and Destroyer. You also get your stances sooner since Defender is gained through the lv15 MRD quest (concept of knowing that you and your axe are what stand between the enemy and your squishy allies), while Destroyer is gained when you unlock WAR at lv30 (concept of harnessing your rage/fury while keeping a leash on that inner beast). This way by the time you're tanking Brayflox's Longstop you're already introduced to having two stances and hopefully figure out how to switch between them to maximize your performance.
Of course, this also means having an ability to use in emergencies where you NEED to switch either to stay alive or because things went south. That's where Decimate comes in.
About Vengeance
The way this ability works is that you click on the ability and you get two buffs. One is Vengeance, which reduces your damage taken by the set amount. The second buff is called Ire, which determines the potency of the attack that will be released when the buff expires. The buff expires after 10 seconds or if you click Vengeance a second time. Once that happens, the cooldown of Vengeance starts.
Now, damage taken while you have Ire active will increase the damage of the attack released. It'll go from the base potency of 250 to the cap of 400 (450 with the trait). While not mentioned in this writeup, parried attacks grant more towards that potency cap than hits taken to the face, meaning a string of lucky parries can help you hit the damage cap faster, thus allowing you to release the attack earlier should you so choose. The attack releases automatically on your target when Ire expires.
Needless to say, you can still use other attacks while Ire is active, and the attack's effect is independent of your own animation delays (maybe instead of a black and red axe coming from the ground like with Mercy Stroke, it'd be a blue and purple axe or something).
Notes
- Wrath is the unified WAR resource and you can only gain stacks of Wrath while the WAR job crystal is equipped.
- Weaponskills are your only sources of Wrath. This means Heavy Swing, Skull Sunder, Butcher's Block, Maim, Storm's Eye, Steel Cyclone, Vengeance, and (possibly) Obliteration.
- Defender adds the additional effect "Increased Enmity" to the following skills: Skull Sunder, Overpower, Tomahawk, Steel Cyclone, Butcher's Block, Inner Beast.
- Destroyer adds 30 potency to the combo potencies for the following abilities: Skull Sunder, Butcher's Block, Maim, Storm's Eye.
- Destroyer adds 30 potency to the potencies of the following abilities: Overpower, Tomahawk, Steel Cyclone.
- The "base HP" in Combat Rush's description means the your HP value before VIT from gear and stat points. This number might need to be buffed.
- Berserk's pacification effect only comes into play if you use it while under Destroyer. Defender turns it into a mini stoneskin for 20% of your HP.
- The enmity buff gained from using Storm's Eye while in Defender is there to facilitate tanking after a swap into Destroyer.
- Warcry is meant to be used for raid mitigation.
- Obliteration feels like it could use more, but the idea of dealing a really strong attack but being at a disadvantage afterwards sort of makes sense to me. I originally was going to make the ability stun/incapacitate the WAR upon use (because after a massive swing you're going to try to recover for a bit). I was also thinking of giving it a cast time of 2.5s again to simulate gathering strength for a massive swing.
- Raw Intuition is there for the sake of scaling. The bonuses from STR wouldn't be huge but enough to create a notable difference between parries for WAR compared to the other tanks. I can't think of any issues with this, specially now that tanks are going to be focusing on stacking VIT. I didn't use Parry scaling because tank gear has a lot of it and it'd be safer to use a stat that is separate from Parry and is also one that tanks get in controlled amounts.
- Still haven't decided on whether or not Defender should grant extra HP and healing like Defiance does. Perhaps something like increasing defense gained from armor?
- Charge is my attempt at giving WAR their own version of provoke. This is more for utility since they'd still be able to cross class Provoke from GLA and both share the same cooldown.
- Going further into stance swaps, one thing I thought of that didn't make it in was allowing the WAR to consume Wrath stacks to bypass the 15 second cooldown shared by Defender/Destroyer (one stack consumed per switch).
- I'm not sure if the Destroyer version of Storm's Eye needs a different effect. I was thinking of making it a self heal instead of a HP recovery debuff but WAR would already have Combat Rush and Second Wind.
- As far as having room to grow, the 61-70 abilities could include a third stance that can only be temporarily used (either because it increases TP costs, or increases overall damage taken).
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Dark Knight
Summary: DRK redesigned to focus on some mitigation, some HP drains and converting damage taken into HP.
Abilities
01 Hard Slash - Delivers an attack with a potency of 150.
02 Blood Weapon - Converts 15% of physical damage into HP. Duration: 20s. Cooldown: 90s. Grit: Increase damage conversion to 30%.
04 Spinning Slash - Delivers an attack with a potency of 100. Additional Effect: Increased enmity Combo Action: Hard Slash, Combo Potency: 220
06 Scourge - Delivers an attack with a potency of 100. Additional Effect: Damage over time with a Potency of 40 for 18s.
08 Unleash - Deals unaspected damage with a potency of 100 to all nearby enemies. Additional Effect: Increased enmity.
10 Low Blow - Delivers an attack with a potency of 100. Additional Effect: Stun Duration: 5s (PvP 3s). Cooldown: 25s.
12 Syphon Strike - Delivers an attack with a potency of 100. Combo Action: Hard Slash. Combo Potency: 250 Combo Bonus: Restores MP.
15 Unmend - Deals unaspected damage with a potency of 150. Additional Effect: Increased enmity.
18 Aetherleech - Increases attack speed by 10% and converts physical damage dealt into MP. Duration: 15s. Shares a cooldown with Blood Weapon. Cooldown: 40s. Cannot be used while under the effect of Grit.
22 Reprisal - Delivers an attack with a potency of 210. Can only be used immediately after parrying an attack. Cooldown: 30s.
26 Power Slash - Delivers an attack with a potency of 100. Additional Effect: Increased enmity Combo Action: Spinning Slash. Combo Potency: 300. Dark Arts Combo Effect: Increased enmity. Dark Arts fades upon execution.
30 Grit - Reduces damage dealt and damage received by 20%. Effect ends upon reuse. Cooldown: 10s.
34 Dark Dance - Increases parry rate by 30%. Duration: 20s. Dark Arts Effect: Allows parries to occur from any direction. Cooldown: 60s.
38 Umbral Shield - You recover some HP every time you take damage. Duration: 15s. Cure Potency: 300. Cooldown: 90s.
42 Dread Spike - Convert damage taken from the next attack into HP. The healed amount cannot be greater than 20% of your max HP. Duration: 10s. Cooldown: 30s.
46 Shadow Wall - Reduces damage taken by 30%. Duration: 10s. Cooldown: 180s.
50 Resolution - Delivers an attack with a potency of 100. Combo Action: Syphon Strike. Combo Potency: 280. Combo Bonus: Restores MP over time for 18s.
Traits
08 Enhanced Vitality
14 Enhanced Blood Weapon - Increases the duration of Blood Weapon to 30s.
16 Enhanced Vitality II
20 Shadowskin - Healing effects grant you a stack of Hardened Shadow for 10s. At 10 stacks, you gain a damage shield equal to 10% of your max HP. Duration: 10s.
24 Enhanced Vitality III
28 Enhanced Scourge - Extends Scourge duration to 30s.
32 Runic Reprisal - Reprisal now also restores MP equal to damage dealt.
36 Low Blows - Allows Low Blow to be used a second time while on cooldown. The second use has its own 25s cooldown.
40 Enhanced Unmend - Grants a 30% chance that after casting Unmend your next Unleash will require no MP. Duration: 15s
44 Enhanced Dark Dance - Improves Dark Dance parry rate increase to 40%.
48 Soul Devourer - Souleater now also absorbs 100% of damage inflicted as HP.
Job Abilities
30 Dark Arts - Sacrifice 5% of your max HP to attune with the darkness within you, enhancing certain actions and allowing the use of others. Duration: 30s. Stacks to 3. Cooldown: 5s. Envelops you in Darkness for 30s.
-----Darkness - Continuously drain MP to increase damage dealt by 15%. Duration can be refreshed and extended through certain actions. Effect ends if you run out of MP. Duration cap: 60s.
35 Blood Price - Restores partial MP when damage is taken. Can only be used while under the effect of Dark Arts. Duration: 15s. Cooldown: 40s
40 Souleater - Delivers an attack with a potency of 100. Combo Action: Syphon Strike. Combo Potency: 250 Combo effect: Creates a damage shield equal to 100% of damage dealt. Can only be used while under the effect of Dark Arts.
45 Dark Passenger - Deals unaspected damage with a potency of 150 to all enemies in a straight line before you. Additional effect: Blind for 15s. Can only be used while under the effect of Dark Arts. Cooldown: 45s.
50 Shadow Guardian - Negates most damage dealt to you, and instead inflicts it on your guardian for 10s. Upon expiring, deals the accumulated damage to you over 9s. Accumulated amount will not exceed your max HP. Cooldown: 240s.
52 Plunge - Delivers a jumping attack with a potency of 200. Cannot be executed while bound. Cooldown: 90s.
54 Salted Earth - Creates a patch of salted earth at your feet, dealing unaspected damage with a potency of 75 to any enemies who enter. Can only be used while under the effect of Dark Arts. Duration: 21s. Cooldown: 45s.
56 Abyssal Drain - Deals unaspected damage with a potency of 120 to target and enemies near it. Additional effect: Absorbs 100% of damage dealt as HP. Can only be used while under the effect of Dark Arts.
58 Sole Survivor - Marks the target with the status Another Victim. If that target should be KO'd in battle, 20% of your maximum HP and MP will be restored. Duration: 15s Cooldown: 120s.
60 Martyr - Redirect 40% damage taken by all party members to you for 6s. Total damage transferred will not exceed 80% of your max HP. Cooldown: 120s.
About Darkness
First and foremost, let's talk about Darkness. Rather than being a toggle, this version is a buff you get when you use Dark Arts. The buff can be refreshed to 30s if you use Dark Arts while Darkness is active on you. The buff duration can be extended if you use any abilities that consume stacks of Dark Arts. The challenge is not so much in keeping the buff active via ability use, but in keeping the buff active via your MP pool. Which means MP upkeep is just as, if not more, important. This being said, because of the nature of this buff, abilities that currently require Darkside active to be useable can now be used even when Darkness is not active, but consume Dark Arts stacks.
About Dark Arts
I'm of the opinion SE missed an opportunity with Dark Arts by having it be this extra button you're pushing instead of treating it as a resource. I was originally looking to make it work like FFXI SCH strategems (which you get back over time after they are consumed), but I figured letting the DRK weave in Dark Arts to generate stacks amidst a rotation would be more fitting for this job and go into that whole "engaging gameplay" thing some people prattle on about.
5% of max HP isn't much, specially given the number of drains in the DRK's arsenal combined with regen effects from healers. Not sure if this version of Dark Arts should ignore damage shields (Souleater, Adlo, Stoneskin). If three stacks is not enough, I could extend the max to 5.
Abilities that consume stacks of Dark Arts: Power Slash, Dark Dance, Blood Price, Soul Eater, Dark Passenger, Salted Earth, Abyssal Drain.
About mitigation
DRK's mitigation comes mainly from minor defensive cooldowns, some parry stuff and drains. Unlike WAR drains in 2.0 that made it a non-viable tank on enemies that hit really hard, this version of DRK has more than just "hit mob to drain HP" mechanics. This is why some of the mitigation sources are passive (Shadowskin) or reactive (Umbral Shield, Dread Spike).
Notes
- Just to prevent confusion, Umbral Shield will still process damage dealt to you. Dread Spike will not. As an example, you're a DRK main tanking T13 and Bahamut does a 4-hit Akh Morn on you. With Umbral Shield up you'll take damage from every hit but also receive a 300 potency heal per hit. If you have Dread Spike up, you'll instead negate the first hit while recovering up to 20% of your max HP and then take the other three hits like normal.
- Martyr is a bit weird but it's the only thing I could think of to give DRK a raid mitigation ability like what I gave WAR (Warcry) and PLD (Divine Veil). The 80% HP cap is there to prevent the DRK from being killed by the ability.
- Damage transferred to you via Martyr can be mitigated by things like cooldowns and damage shields, but the cap is still damage equal to 80% of your max HP before mitigation cooldowns and damage shields apply.
- Resolution is sort of a replacement for Carve & Spit, which I personally never liked. I was running out of space so I ended up making it a lv50 weaponskill.
- Shadowskin is not final, but I thought it'd create interesting synergy with healers. The effect can also be triggered by your own self heals; realistically speaking, you could pop Blood Weapon and start getting stacks as you attack the mob.
- Low Blow with the trait basically has two charges. Each charge has its own cooldown.
- Bottom line with the gameplay is to press Dark Arts to generate stacks (Dark Arts in this build is off-GCD and does not interrupt combos), use your enmity rotation to hold hate, weave in mitigation cooldowns as needed and spend Dark Arts stacks to extend the duration of Darkness by using relevant abilities.