It's not a suicide button if you never get to 1 HP. Imagine not planning your invulnerability skills.
Living Dead needs Convalescence slapped onto it, then it's fine without a complete rework. I'm not beating this horse anymore.
If you nerf TBN's quick recast and interaction with DRK's kit I will quit this job and switch to GNB main. I'm not even joking, it's the only depth left in the job. What is the point of DRK if you literally remove the only reason people even use it currently? What benefits would you gain for taking DRK over other tanks in any other scenario? Heart of Stone is 25 seconds for 15% down and a small shield, Intervention is ten seconds with variable mitigation depending on buffs, Nascent is 25 seconds with a 10% down AND healing, why in the world would a new TBN be A MINUTE RECAST and not grant similar, if not better defensive utility? You've homogenized the "on-demand" cooldowns. TBN IS DARK KNIGHT NOW. DRK's being the far and away best option is why I play it in progression. Sole Survivor coming back and giving only HP is useless, because it's been replaced by TBN's increased power. You lack on-demand self-heals for a reason, TBN is all about preventing damage, it's the basic core tenant of the defensive kit. If you take it away, you've just made a worse version of WAR. (wait...) Consider instead changing the current Abyssal Drain to have more healing potency, but be tied to the blood gauge for repeated usages or something, I don't know I don't design this game.
Blood Weapon 100% NEEDS to be changed, not even to it's previous variant, but to a Bunshin-like system that procs on actual GCD usage instead of being on a buff timer, that would completly fix it in it's current form. This is my #1 issue with the job, and should've been fixed last patch. What you're suggesting just turns it into a worse Infuriate with 1 charge, because it doesn't grant an increased damage GCD, which is also bad. And no, 1 instant bloodspiller does not count. Stop balancing things around players being bad, but instead balance them because they don't work as intended or are unnecessarily clunky. Also, where is the MP regeneration going? You've just deleted 3000 MP per minute, an average of 30000 per ten minute encounter. That's ten entire edges you can't use anymore, which is a total of 5500 potency that's just GONE. Replacing that with a Dark Arts fixes it, sort of, but you can't store the charge for bursts anymore for the most part if you wanna keep up Darkside, and more importantly, you couldn't use current TBN with it as often.
I haven't made a post on Dark Mind in a very long time, but I don't think people are using it right. Dark Mind is not a bad skill, and I miss it when I play other tanks.
First, consider the fact tankbusters that are physical are pretty common. What options do you have for that? Shadow Wall on a 2 Min CD, and LD (with healer resources of course). You also have a Rampart+Reprisal combo, and of course, the ever-present TBN on everything in the game.
Second, consider the fact AoE attacks are almost always magical. Dark Mind is a FILLER skill you use for a rampart level mitigation on raid-wides, or your double it up with another CD + TBN for a magical buster so you can negate the damage. It is supposed to REPLACE Rampart in situations where other tanks are using CDs hard hitting/frequent raid-wide damage. It's not for auto-attacks, outside of few bosses. This means your Rampart can be used for other things, like auto-attacks, or even combined with Dark Mind for magical busters. TBN's HP shield buff will compensate for the 10% mitigation that we've lost in the expansion.
Do not complain Dark Mind doesn't work on physical attacks, instead, be glad it's there so you can combine it with other CDs to completely negate the Filthy DoT on Titan from even applying to you because you've zero'd out Earthen Fury. Tank lasers into bleed DoT in E1S, Earthen Anguish double buster in E4S are fantastic examples of Rampart and Dark Mind combining together to negate SIGNIFICANTLY more damage than other tanks are capable of doing. Even in E2S, you can actually combine Dark Mind, Shadow Wall, TBN on whoever is MTing, and Dark Missionary at the end of Shadowflame castbars to not only have higher mitigation then any other tank can possibly do in that window without invulnerabilities, but also have the missionary bleed into the following Entropy raid-wide. And you STILL have Rampart left for autos and flares. Why would you take that away by reducing it to a by the books, "normal" cooldown? I like having restrictions, it makes me use my brain jar. I have PLENTY of other options for physical attacks, I'm never in danger there. Short re-cast, lots of use-cases, but can't be relied on like a 30% or for auto-attacks (most of the time). I think that's fine.
The argument is that it doesn't get usage in low levels, and that removes a CD for DRK in leveling content. That's true, I'm not going to say there's heavy magic damage in dungeon content, but you can compensate by using Arm's Length and upgraded Reprisal, that's essentially a -10% debuff anyway. Dungeons aren't hard enough for it to matter. Don't remove things that end-game (the vast majority of time-consuming content) needs because leveling content is not forever, I'm not playing below level cap for a 99% of an expansion's lifetime. You're making Dark Mind way too powerful at it's current recast timer if you add a physical component to it. DRK is lacking at lower levels, but I don't think that's a compelling reason to re-tool the skill. A better option would be to move the defensives back in the leveling cycle with "lesser" versions that upgrade into a "true" version. Edge of Darkness > Edge of Shadow, but for say, a 10% TBN would be alleviate a lot of issues.
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