I like the idea in concept, but I just don't think that it works for Dark Knight. If you want to make a system where you choose to spend a single resource on either offense or defense, the "rewards" for doing so are never going to be high enough unless you meet two conditions: 1) If you spend all of your possible resources on offense, you must be the strongest offensive tank, and 2) If you spend all of your possible resources on defense, you must be the strongest defensive tank.
Now you could do that for DRK, and I'd fully advocate for it, but the problem there is: That's literally already what Warrior is. A Warrior who spends all of their BG on offensive skills does more damage than any other tank, and a Warrior who spends all of their BG on defensive skills is more of an unkillable wall than any other tank. I'm personally fine with the idea of DRK just leapfrogging WAR and doing more damage when they focus on damage, and being even tankier than a Defiance WAR when they don't, but that's obviously not really a tenable situation long-term.
In addition to that, it's actually the reverse of what DRK was in Heavensward, which is something that I really appreciated about DRK in 3.x. While 3.x WAR actually sacrificed a lot of defensive ability to put out maximum damage - In addition to spending all their stacks on Fell Cleaves, remember that they'd also need to blow Raw Intuition and/or Vengeance every Berserk to get a triple Cleave, and would want to blow the other cooldown elsewhere for more non-Berserk Cleaves - 3.x DRK was the opposite: DRK had access to every single bit of their defensive kit (other than Grit, obviously) while doing their maximum damage. Even spending a Dark Arts on DADM couldn't be considered a straight potency loss, because the relationship between MP and potency wasn't nearly as simplistic and direct as it is in 4.x.
The reason that people ran DRK/WAR instead of WAR/WAR in 3.x wasn't just for the sake of Limit Break generation. WAR actually just could not, despite its general overpoweredness, match or exceed the balance between DPS output and tankiness that DRK generally brought to the table (with a handful of very specific exceptions where WAR/WAR made sense).
Ideally, I think that's where I'd like to see DRK go. Equal to WAR in total DPS, while being lower than WAR in burst damage, and substantially tankier than a pure-Deliverance Warrior, without having to trade DPS for that mitigation. I think the best way to get there would be to just decouple DRK's damage and mitigation, which is easy to do without either of those things becoming boring or oversimplified, because of the nature of DRK's dual-resource job mechanics, and the use of 'modifier' skills like Dark Arts (figure something like Dark Arts for MP, Blood Arts for Blood).



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