Which is really Rune Fencer posing as Dark Knight. Really, all they need to do is replace darkness with elemental asethics and we're done as nothing about the job screams Dark Knight other than it's "dark". Other than that it feels like a Mystic Knight went to Hot Topic and decided to put on some edgy clothing and call itself Shadow.
Blood weapon -> Magic Sword (we'll go with Fire since SE loves to use fire as the main method of attacking for magic.) | Aspir Blade (Bravely Default)
Dark mind -> Runic (FF6) / Magic shell | Barrier ( FFV)
Abyssal Drain -> Something Billzard.
Shadow Wall -> Fire wall (Bravey Default and your copy move of WAR's Vengeance but with fire.)
Salted Earth -> Some elemental move, let's go with Wind element just to mix it up a bit.
Blood price -> Shouldn't be in the game at all as nothing in any Final Fantasy has anything related to Blood price and the move should be baked into Salted Earth so that healer's Holy spam doesn't kill our ability to AoE down trash mobs, it would also be nice since Delirum then could extend the DoT damage from salted earth. But do you know who does have a blood price and where it comes from!?!?!?! -- Tactics A2 http://finalfantasy.wikia.com/wiki/S...de_(Tactics_A2)
Sole Survivor -> Memento (Bravey Default)
Quetis -> Phantom Blade ( Bravery Default )
That other blood related move -> Maim blade.
Parry based tank (as it was initially introduced ) -> Obtained from Rune Fencer in FF11, whoms main purpose was a parry / evasion tank that could reduce magical damage based on the runes harbored.
It's actually funny that they made Dark Knight into a magical tank and a evasion tank because in quite a few games it has the lowest magical defense and in some cases ( such as FF tatics), it has 0 evasion.
So as I said before, FF14 Dark Knight is only Dark Knight in name and astheics alone. Most of it's abilities and traits are made up of Rune Fencer , Mystic Knight, Runic Knight abilities (All the same job given different names through out the series).
Yeah, about a year later which should have been something done coming into the expansion. We won't be able to get anything that pertains to Dark Knight actually being Dark Knight until 5.0. Which is a shame since they cut out the standard 3 dungeons each patch phase "to work on other things". Which has been alternate zones that have a high mix review and ended up being another F.A.T.E grind and soon to be palace of the dead 2.0.
All in all, the defensive cool downs is what should have been done a long time ago. The enmity increase is nice, but not what people where complaining about. A synergized Move set that isn't clunking and actually feels like a Dark Knight is the main complaint that a lot of people have. That and the fact it has no niche in the tanking trio.