Another day, another DRK rework post... Warning. This will be long.
Goals of the rework The main goal of this rework is to strongly establish the identity that DRK was always meant to have: resource management. Having a job's abilities tied to resources rather than cooldowns gives players flexibility in how they play the job and how they respond to different situations. Anyone can press the damaging buttons as soon as they come off cooldown, but if every button you can press has a resource cost attached to it, pressing every button you see at will won't end well for you, so you'll have to think ahead. Cooldowns are much easier to use but they come at the cost of forcing downtime whereas a smart player using a resource management class can do what they whenever they want if they have planned ahead properly, and that is the essence of what has made DRK fun in previous iterations. This is the problem that causes 5.0 DRK to feel so sluggish and unsatisfying, every powerful action DRK has off the GCD has a recast time of at least 60 seconds excluding TBN and Darkside abilities. Simply reducing the cooldowns will do nothing to fix this, as the potencies will simply be adjusted to compensate and then you will just have to press buttons more often for the same effect.
Core Rework Philosophy The main themes/rules I'll be sticking to for this rework are as follows:
1) No long-cooldown abilities should cost resources. As previously discussed, cooldowns and resource costs achieve the same goal: limiting the usage of certain abilities. Having to wait for a cooldown only to spend resources on it when it's finally up feels terrible and is ultimately pointless.
2) No actions (with only one exception) should require you to use another action to receive it's full effect. This rule is a bit wordy, so my best example of what i'm talking about is how blood weapon and delirium worked in 4.x. You had to use blood weapon, then use delirium to extend it, then use dark arts twice to burn off the extra mp you just generated with delirium, on top of the mp you're getting from the initial usage of blood weapon. That is simply terrible design to have to press four oGCD buttons in a row to achieve such an effect, and so that's what I'll avoid.
Actions Removed/Added
Edge/Flood of Darkness/Shadow are the first to go. Simply put, actions such as these that convert mp directly into potency cannot exist on a job that is meant to budget it's resources to achieve the effects it needs to do it's job. Since DRK is a tank, that happens to be mitigation and healing. Nobody would ever choose to use a healing or mitigation ability if it caused them to lose 500 potency every time they did it unless the ability translated into damage later as well such as how TBN currently works. However, not every ability can work like TBN does, so edge and flood must go to open up space for DRK's kit.