Bloodspiller remains at 600 potency. Dark Arts effect: Damage over time, potency 30, duration 30 seconds. 300 potency worth of damage for 3000 mp on top of the 50 blood cost. very high exchange rate on potency in comparison to the other abilities but it's over time so it must be maintained. Basically the new scourge.

Quietus bumped down to 200 potency. Additional effect: restores (500) mp per enemy hit. Having no Dark Arts effect on this one at all is pretty important actually, so you can store up a dark arts before using it to refill your mp fully against large pulls

Delirium Probably my favorite change of the rework. Simply gives two stacks of Dark Arts at the cost of 50 blood. (Dark arts can be stacked up to 5 although you'd never want to do that, all abilities consume one stack of Dark Arts rather than fading the effect like in 4.x.) Recast time reduced to 2 seconds. Since it's now on par for power level with bloodspiller and quietus, it can be used whenever you want, giving DRK's full freedom to generate extra effective mp even in single target fights if they don't want to use bloodspiller without the fuss of the 4.x delirium.

The Blackest Night Now gives 50 blood when it pops rather than the "Dark Arts" proc which will now be removed. This is why it's important for Delirium to give stacks of Dark Arts rather than just restoring mp or else you can go on an infinite loop of spending mp on TBN for blood and spending the blood on more mp

Stalwart Soul potency reduced to 150, still generates 20 blood, but now restores 500 mp for each enemy it hits, just like quietus. Dark Arts potency: 250, Dark Arts effect: Darkside for 30 seconds. very important to have darkside on this one so you don't have to do a full power slash combo on every trash pull to get the skill/spell speed