This post is not about the actual balance of numbers (potencies, durations, cool downs) and how the numbers compare to the other tanks but about dark knight game play. Here are my ideas to add to the mix of the DRK left in the dark this patch threads.
Listed are some changes(or fix) that i feel would make dark knight more enjoyable to play.
Add your thoughts about gameplay not about the balance of numbers.
(adjust the numbers for balance as needed)
Unmend: additonal effect changed from 30% for a free unleash to a free Abyssal Drain
Dark Mind: Can only be executed when succumbing to the Darkside. Reduce magic vulnerability by 0%. Every time a Dark Arts is consumed add 5% to reduce magic vulnerability to a max of 35%. When skill is activated percent goes back to 0%.
Souleater: add partial hp drain out of grit (less then when in grit)
Dark Passenger: lower mp cost. should blind be a part of it or changed to something else? it clashes with synergy of other drk skills
Shadow Wall: Changed to 30 second duration. 1st 10 seconds 30% dmg reduction, 2nd 10 seconds 10% dmg reduction, last 10 seconds 5% dmg reduction
Delirium: oGCD attack with original animation. costs 10 blood, 5 second recast, 80 potency, grants a small amount mp, adds 3 seconds to blood weapon and 6 seconds to blood price.
Blackest Night: its seems many think a 6 second duration will help this skill
Sole Survivor: add gives blood if target did not die during duration.
Power Slash: add dark arts effect also guarantees a critical hit.
new trait at lvl 56. the level abyssal drain is earned.
Fully Unleashed: Turns Unleash into a oGCD with 50 sec cool down. When used, Unleash morphs into Scourge for 10 seconds and can be used once during that time. Scourge(old animation) is an oGCD attack that adds a DOT to target that lasts for 40 seconds. Hp is gained for dot damage dealt.