No thanks... I value that evasion, especially when stacked with Dark Arts Dark Passenger, far too much... I get why a 100% Parry chance is better, since you can use it as a guaranteed 20% mitigation on a tank buster and then follow it up with a 10% damage reduction, but... I just really love the synergy between Dark Dance and Dark Passenger on large groups of mobs...
Ideally, I'd like them to implement IXs AP system and let us adjust the effect of traits that way... Then we can have the best of both worlds... "Enhanced Dark Dance" could function like Sheltron and give you one guaranteed Parry, then we can set that for boss fights where it shines, while trash pulls benefit more from the current effect so you can remove it for that... Shame this game apparently isn't allowed any degree of customization...
That'd really cheapen Dark Knight IMO... That makes MP recovery far too easy and removes any sense of risk involved from playing it in a MP intensive fashion... While main tanking you'd just be able to spam Dark Arts constantly with no real worry, I really don't think that's how Dark Knight is meant to be played... If you spam Dark Arts a lot, there is meant to be some risk involved, and that risk is dropping Grit to access Blood Weapon... Perhaps my only issue with that is the MP cost on Grit being so steep...