I don't often log onto the OF, but when I do it's because I see misguided posts like this one. Let's start at the beginning.
I always enjoy posts that start like this because they're completely subjective and assume that it is objective. To some, it's boring. To some, it's fluid and engaging. Completely subjective and it should not be part of any argument.
Defensive options have been changed, with a focus on using The Blackest Night for filler in between. When comparing tanks and removing cross-classes, we have these options.with fewer and lesser defensive options than the other two tanks, little to no self-sustain, and very little opportunity for burst or any sort of interesting or fun optimization of its damage.
Dark Knight
Shadow Wall
Dark Mind
The Blackest Night
Warrior
Vengeance
Raw Intuition
Thrill of Battle
Inner Beast
Paladin
Sentinel
Bulwark
Cover
Sheltron
A Dark Knight's toolkit is enhanced and focuses on The Blackest Night, which benefits from it's incredibly short cooldown. Considering you get so many more Blackest Nights as active mitigation than the other tanks, it is considerably even, if not better, in damage intake.
Dark Mind's usefulness on only-magic damage is not inherently a good argument, as pretty much all fights are designed around magic damage except for O7S. In this argument, you can also delete Raw Intuition from O6S, and list Warrior as potentially the worst tank in O6S for mitigation purposes. Dark Knight, however, still has The Blackest Night.
Self Sustain
I have a feeling you don't know what this word means. Dark Knight's damage is the second in terms of burst potential compared to warrior, and above Paladin in terms of pooling and raid buff focus. Self-sustain means that it can do it's own thing, and not suffer much without outside assistance. This is incredibly true in the case of Dark Knight
Comparing the three tanks in a Burst Potential vacuum
Comparing Dark Knight pretending the DRK is completely ignoring all raid buffs.
It's self sustain is incredibly efficient. And again, your comment on interesting should not be included in any sort of argument.
Now to preview your suggested actions, or what I'd like to call them, Samurai renames.
Most of your suggested changes have a reference to the removal of Dark Arts, applying it to only Bloodspiller or Carve and Spit, which was not mentioned. In this case, we can simply rename it to Hissatsu: Kaiten, as it only affects minor parts of your toolkit.Dark Arts
MP cost increased by 50%
This is called Shifu, and the entire purpose of the Hakaze > Shifu > Kasha combo. Coincidentally, the combo also gives the Samurai 20 total Kenki (5 + 5 + 10). Interesting pattern we're seeing here. Your suggested Bloodspiller and Power Slash combos are also increasing by 20 blood gauge.Souleater
Remove Dark Arts effect, remove HP restoration, now gives a 10% attack speed buff that lasts 30s (so it would be used for every fourth combo, like Storm's Eye), also increases blood by 20
In response to this I'm simply going to quote the description for another Samurai skill.Dark Passenger
Remove Dark Arts effect, now single target, cooldown reduced to 1s, MP cost removed, potency changed to be the same as the Dark Arts bonus potency (currently 140), now costs 50 blood to use
Hissatsu: Shinten : lvl 62 Samurai (1 second cooldown)
Delivers an attack with a potency of 300.
Kenki Gauge Cost: 25Jesus, buddy. You're bad at this. Round 5 or so of Samurai abilities.Quietus
Remove Dark Arts effect, now an oGCD weaponskill with a cooldown of 1s, still costs 50 blood to use and regens MP per hit as before, potency nerfed to be less than Dark Passenger
Hissatsu: Kyuten : lvl 64 Samurai (1 second cooldown)
Delivers an attack with a potency of 150 to all nearby enemies.
Kenki Gauge Cost: 25Finally, something original! Or at least, almost. It's a crappy version of Berserk. In fact, it's basically Inner Release in its current form. And since you gutted most all of the class to having such minimal burst potential due to the high cost on Blood abilities and Dark Arts being nearly worthless and only being useful for Midare Setsusaiga, if you time your Delirium window incorrectly you get maybe 2 Shintens and one Kaiten.Delirium
Remove old effect, remove blood cost, now increases the potency of blood gauge actions and Dark Arts bonus potency for GCD actions by 100%, duration of 12s
Woops I used the wrong words for a second you had me so confused.
Suggesting the duration remains, you're getting only 7-8 GCDs within the window, for a total of 70-80 blood, and around 4800 mana, useful for 1 Dark Arts. You've turned this ability completely useless. I'm impressed.Blood Weapon
Remove attack speed boost, now increases blood by 10 for every weaponskill executed under its effect instead of the prior blood gain effect, still restores MP per hit
Slightly original, but the issue remains that it is simply a worse version of Blood Weapon, and probably still locked to Grit. Useless.Blood Price
Now increases blood by 10 for every instance of damage taken under its effect instead of the prior blood gain effect, still restores MP per instance of damage taken
Everyone continuously forgets that The Blackest Night exists. More importantly, they fail to understand that it is meant to shore the gap between the extra one cooldown the other tanks have. Shadow Wall is fine as it is. Living Dead is fine as it is, as it serves a completely different purpose than Holmgang or Hallowed Ground, as far as damage receipt and healing requirements. As a former progression healer, I much prefer Living Dead to Holmgang, every time.Shadow Wall
Cooldown reduced to 120s
Living Dead
Cooldown reduced to 180s
Sole Survivor
Now additionally has a Dark Arts effect: grants a large HP regen over its duration
Grit
MP cost reduced or removed, additional oGCD action added that turns it off (the action to turn it on would still be a GCD though)
Sole Survivor's button is an issue, but not in the method you prescribe. The regen would be incredibly difficult to properly tune, to the point of it's either useless, overpowered, or minimal to the point of why bother spending your precious Dark Arts mana on it - you already get so little.
The Grit change is completely meaningless. The mana cost is fine considering how much mana a Dark Knight naturally regens. If queued properly, removing Grit is a non-issue. Stop fat-fingering.
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Instead of re-quoting the rest of your disaster of a summary, I'll summarize what your new decisions will *actually* do.
- You've turned Dark Knight into a horrible Samurai with less gauge generation and lower burst potential.
- The issues you've stated with Dark Arts are completely miniscule to non-existent with proper planning. Since you love samurai so much, I compared them in a higher end raid, with a Dark Knight barely hitting more Dark Arts than Shinten. You've reduced the actual amount of button usage in favor of a slightly faster overall GCD.
- Both Blood Weapon and Delirium have become non-entities in your "build," if you could call it that. Blood weapon barely generates 1 "Dark Passenger" and 1 "Dark Arts" with your redesign. It's' essentially a non-cooldown, to the point of abysmal.
Every time I see one of these posts I'm inclined to ignore it, but I couldn't this time. It's just...too dumb. Too poorly thought out. Too...SAMURAI. You rebuilt Samurai. Good job I'll call Yoshi-P on the line and tell him you rebuilt Samurai but worse.