In a couple weeks the next LL will be discussing 4.1 so we should keep this thread active I think.

I wanted to link this thread: http://forum.square-enix.com/ffxiv/t...improve-things. here as the OP makes some very good points and comes with a different perspective than what I've been pushing for.

That having been said, I think we both came to the agreement that DM needs a significant update in terms of physical mitigation coverage, and (I think) a duration increase.

If Shadow Wall stays as is, and TBN is to be designed to make DRK the "Active Mitigation Tank" the mechanic itself and its involvement in our DPS and resources needs to be more rewarding. A good way to do this is to make it more resource efficient, say, half a DA for 40 Blood (this would mean you trade half a DA and get roughly 3/4 of a DA in return, potency-wise). Otherwise, you could simply go with the oft-cited idea of having it proc DA on popping.

A DP reversion is pretty much universally called for.

Fixing Bloodspiller at 500 potency, 640 DA'ed while ignoring the Grit penalty proper would also be good, and Grit needs to have its MP cost ditched, or be oGCD with a negligible recast for a slightly higher mana cost. Having both is extraneous, as one or the other by themselves gives parity with 10s of forced Defiance usage. Similar changes should come to PLD as well.

In addition, the OP in that thread notes that Plunge's animation lock needs shortening, and something else I'd never considered for fearing it'd be an overpowered suggestion (but having seen someone else make it and argue for it, it seems less so) which is to have Sole Survivor simply be an insta-cast 20% HP/MP restore. While its a DPS benefit as opposed to a loss unlike Clemency/Equilibrium, the 120s recast balances that well, IMO.