Something that's been on my mind, there's a lot of different ways to tackle DRK adjustments, but considering DA is the button DRK hits 50+% of the time, I think Dark Arts is the first thread to pull on, but more non Dark Arts later.The trait I imagine would put a nice little ribbon on DRK's oGCD attack kit. Creates an association between Salted Earth and Dark Arts.
Dark Arts Adjustments:
-> Dark Arts + Power Slash: add 140 potency
-> Dark Arts + Quietus: increase potency from +50 to +70
-> Dark Arts + Abyssal Drain: add 70 potency
-> Souleater's HP Absorb changed from a Grit requirement to a Dark Arts requirement
-> Abilities (that is: DM, DP, CS) no longer consume Dark Arts on execution
-> Multiple Dark Arts buffs can be held simultaneously (no overwrite)
-> Dark Arts Animation tweaked to be a more responsive, faster, double-weave-intended action
New Job Trait (LVL 60++)
Scorched Earth:
-> Reduces Salted Earth recast time by 5 seconds upon executing Dark Arts.(45 second recast & 21 second duration DoT: 5 Dark Arts in 21 seconds brings recast to align with DoT falloff (100% uptime potentially)..)IMO from here, than issues like Blood Price getting an added effect that'd be complement to Weapon's 10% speed boost. Better Shadow Wall. Some Living Dead QoL. Delirium down to 90 second recast. Dark Passenger MP cost down to 1080 or less.. etc etc and on and on.***I would be more disappointed if Square's 'solution' to DRK is throwing on a 2,400 MP consuming Tetsudo or Thrill of War. When there's so much of DRK's nuance that could/should be improved and brought to the forefront; I hope that FOTM mitigation utility doesn't irrationally take precedence. Not that there wouldn't be a nice way to incorporate more for DRK, but again it's not even in the top 5 (for me).
Raid mitigation is not in my the top 3, barely the top 5. The best raid mitigation utility DRK could get is for Plenary Indulgence's 1st Confession stack to provide a barrier instead of just a 150 potency cure.