In light of the "We are listening, keep posting feedback" we received from the translated "patch road map" type post, I'd like to throw my ideas into the ring to address some of the core issues with new DRK. Keep in mind that any and all #'s are irrelevant and could always be tuned to put them in line. #'s can be tuned easily, core gameplay kit not so much.
Keep in mind this is all personal opinion too, and spitball ideas. Just wanted to get the thoughts out there.
Remove the Dark Arts bonus from Syphon Strike. Between the excess mp generation from blood weapon and the long oGCD animations of C&S, Plunge, and Salted Earth (relatively), it feels awkward as hell trying to find places to slot in our oGCD's without clipping our GCD from double-weaving such long animation locked abilities and forces double-weaving for Dark Arts Carve and Spit in 90% of uses.
Add Scourge as a combo action off Syphon Strike:
260ish potency, applies Scourge to the enemy. ?? potency, 30s duration.
Dark Arts: Absorb a portion of damage over time dealt as HP.
Gives us something else to do other than 1-2-3 over and over with dark arts sprinkled in and the occasional bloodspiller turning it into a 1-2-3-4.
Unleash: return this to 100 potency. The change was baffling and makes lv 16-50 content unsatisfying. (currently only becomes preferable to single target rotation on 6+ targets after threat has been established. Hello 2.x Paladin.)
Unmend: Remove the chance at a free Unleash. This has never been useful. Maybe let this consume Dark Arts to gain (10-15%?) damage mitigation on the user for (10-15s?). Would be great for fluff damage.
Blood Weapon: Lower the MP restoration back to 3% of our MP per strike (is currently 5%). The damage lost here can be funneled into the Scourge Combo becoming a thing and is largely contributing to the mindless smashing of Dark Arts whenever it's up and we don't need the shield.
Blood Price: Return this to 50% of it's HW value or more. Feels awful to press now.
Dark Passenger: Boost the potency back to 150, remove the blind from Dark Arts Dark Passenger. Possibly allow Dark Arts to purge Walking Dead. At 50% of our MP it's a dire cost for a dire circumstance. Also extremely thematically appropriate given the DRK class quests 1-50.
Swap the levels at which you learn Dark Passenger and Abyssal Drain.
Dark Mind: Bake the 20% dodge from old Dark Dance into Dark Mind's Dark Arts effect. Won't impact bosses at all, and with how little magic damage trash packs do (for the most part) won't be overly strong in AOE situations. The nature of these bonuses practically guarantees that you'll only get the full benefit of one or the other excepting very rare circumstances (the ice sprites in snowcloak? Can't think of any other large caster packs. SE is very sparse on clumping lots of casters together.)
Sole Survivor: Change the effect to grant the user (50-100%?) lifesteal against the target for (10-15?) seconds. If the target dies restore 50 blood and 26% mp.
Carve and Spit: The MP regen has never been that good and cannot even buy us an extra Abyssal. Either bump the MP restore to a full dark arts, or change the non-dark arts effect to grant us Dark Arts as though we pushed the Dark Arts button.
Delirium: While increasing blood weapon uptime is cool, this also feels bad to press. Either lower it's cooldown or change it up. This is completely wishful thinking but it would be sweet if it let us ignore combo requirements and gain the dark arts effects of things we use for a limited duration of time. 7 seconds? Could also halve MP costs of spells (Unleash/Grit/Abyssal being the only 'spell' category items we have) while in this too. With only 7 seconds you have 3 globals to spend this on.
Quietus: Give the Dark Arts for this a Blind. Bumping it's Dark Arts potency to compete with Abyssal would border on ridiculous (2400 mp in "abyssal potency" is worth 218 potency.)
Blood Spiller: Stop goofing around with the Grit/Non Grit/Dark Arts/Grit Dark Arts nonsense and give it "Ignores the damage penalty inflicted by Grit." With a base potency and a dark arts potency only.