I changed from PLD to DRK as my main with 4.0 (cause the other tank in our fc changed from WAR to PLD and some other reasons) and I really enjoying DRK. It makes really fun to shield the mt with TBN before a tankbuster, and then use the bloodgauge for Bloodspiller.

However, I think there is still some improvement that should be done and I would like to hear your thoughts about my ideas.

1. Remove Abyssal Drain and buff Unleash
Yeah I know, Abyssal Drain does good aoe dmg and nice healing when buffed with Dark Arts. But its pretty much the same skill as Unleash, plus Unleash seems to do more hate and there are just better things for aoe dmg you can do instead. (like Salted Earth, Dark Passenger, plus TBN and Blood Price and Quietus) So most of the time I totally forgot about Abyssal Drain and already removed it from my hotbar.

2. Add increased enmity to Salted Earth and Dark Passenger
There is not really a problem with aoe enmity, but it would help at bigger pulls.

3. Change Sole Survivor
It's a nice skill in trashfights, but useless in most boss battles. I would prefer something like a debuff on the current target, that heals or restoring mp of the DRK or his party members when striking that target. Would give the DRK some more raid utility beneath TBN and...well TBN...

4. Remove GCD on Bloodspiller and Quietus and buff Quietus
The little dmg buff on Bloodspiller and die mp restore on Quietus were a good thing, but I still think that 160 potency (210 with Dark Arts) on Quietus is a bit low, even for a tank. And keeping both skills on GCD is just annoying when you want to spend your Bloodgauge.

5.Dark Arts
The one thing I am really NOT happy about, is the usage of Dark Arts atm. It's just something you try to use as often as possible, to get that potency buff. The most annoying thing is, that it's on Syphon Strike. If I want to spend it on Souleater (cause more dmg-->more healing-->for time for healers-->more healer dmg) I have to do wait until I used Syphonstrike before I use Dark Arts, but then Syphonstrike restores my mp over 100% and...sigh...you know what I mean...

Imo Dark Arts should be a game changer. Something you think about when and on which skill you use it.
Carve & Spit is a perfect example. You can change a low potency, restoring mp attack into a high potency attack that consumes mana.


Some Ideas for Dark Arts instead of potency buff. (really just some ideas I came up with, to show what I'm thinking of)

Blood Price: Restores your health when hit, instead of your mp.
Dark Passenger: Without Dark Arts: 100 Potency, adds blind. With Dark Arts: 240 potency, but doesnt add blind.
TBN: Spreads your shield at party members around your target for 10% of their max health. (a bit strong maybe for a 15sec CD, but adding some raid utility to DRK would be nice)
Plunge: Leaps to an enemy, dealing 150 potency to the target and all targets nearby.
Salted Earth: Reduce dmg done of enemies inside or increases Bloodgauge gained.


I am also not happy about Living Dead, but there is another thread for that, so i dont want to start about it here.