Quote Originally Posted by SyzzleSpark View Post
IDK if paying a DA for that is something that I would do. I'd rather have the vanilla version work on all damage types, and keep the +15% increase from DA (for both).

If DM gets a rework like the ones we've been talking about, I'd actually like to see its duration increased. Its power could be dialed back to compensate. Example:

Dark Mind
Recast: 60s
Reduces damage taken by 10% for 20s
DA effect: increases damage reduction to 25%.
That would be much better yeah.

Even if it becomes 30% magical mitigation vanilla, I don't see why we'd have to pay extra MP just because a fight is designed with physical damage. This is just arbitrary. It would still not be balanced at all and would still make DRK's overall performance dependant on the encounter design, since we'd have to sacrifice multiple DAs for DM in physical fights, whereas in magical fights we'd just freely use it. Having it like Syzzle just said would be much better and would actually fix most of the mitigation issues that DRK has, while making it just as useful in every encounter, whatever the damage type is. We don't really lack an extra big short-duration 30% tank-buster CD (10% would be enough), we lack a longer duration, weaker CD that is able to soften consistent auto-attack damage like other tanks can, and like Dark Dance did pre-4.0.

If they did that on top of fixing Shadow Wall which is still weaker than both Sentinel and Vengeance for no reason, DRK mitigation would be right on point.