*MAJOR EDIT: Changed around some proposals. Including eliminating Dark Arts altogether.
Yeah yeah another DRK rework post. I know it's a dead horse. To be clear, I enjoy the job! It's just bland right now. Curious to hear all of your two cents too!
* Lv.1/4/26 New Basic Combo
* Hard Slash/Spinning Slash/Power Slash (old Delirium animation)
* No longer restores MP, Blood and HP by default.
* SS and PS become Syphon Strike and Souleater later on.
* Lv. 20 Plunge (I'd like to see this early introduction of gap closers with all jobs)
* Lv.30/74 FoD/FoS
* Now costs 2000 MP
* Only extends Darkside by 20s instead of 30s per use
* Lv.35 Blood Weapon
* 40s CD
* Only affects weaponskills
* duration is replaced with granting 5 stacks of Blood Weapon.
* Gains ability to recover HP inaddition to usual MP recovery.
* Loses Blood aspect.
* Lv.38 Dread Spikes
* 120s CD Ability.
* Reduces damage taken by 30% and deals unaspected damage at 60 potency whenever you suffer physical damage
* Lv.40/74 EoD/EoS
* Now costs 2000 MP
* Only extends Darkside by 20s instead of 30s per use
* Lv. 45 Stalwart Soul
* No longer increases MP by default.
* Dark Arts Effect: Recover MP
* Lv.50 Scourge (no JQ)
* 2.5 CD Weaponskill
* Combos off of Syphon Strike
* Deals damage and inflicts 18s DoT and increases Blood by 20 with lv 66 trait.
* Lv.50 Living Dead
* Now decreases maximum HP by 20% during Walking Dead, easing heal requirement
* Lv.52 Salted Earth
* 60s CD Ability
* 75 potency every 3s for 15s
* Reduces damage of enemies in radius by 10%. (Replaces Reprisal role action. Other tanks could follow suit with similar ability modifications)
*Lv.54 Abyssal Drain
* Introduced here instead of at lv 56
* Lv.56 Carve and Spit
* Introduced sooner, instaed of lv60.
* Lv.60 TBN
* Now introduced much earlier at 60 instead of 70
* Loses Dark Arts effect
* Now costs 2000 MP
* Now restores 50 Blood upon being broken like before, but this is gained through an upgrade later on between 60 and 70.
* 62 Blood Spiller
* Now also restores HP
* 64 Quietus
* Now also restores MP (stacks!)
* Lv.68/78 Dark Missionary/Mind
* Missionary now a 60s CD and is unlocked at Lv 68
* Dark Mind becomes a 90s CD but now 30% instead of 20% magic dmg reduction and is unlocked at Lv78
Lv.70 Living Shadow
* In looking back at the lv.70 DRK quest, it only makes sense for this to be the flagship ability obtained at this level. It also finishes the trio of Blood related skills nicely.
* With a new trait at lv 80, Using Abyssal Drain, FoS/EoS, Bloodspiller/Quietus and Carve and Spit reduces Living Shadow's CD by 5s.
Unsure how to fill in other minor gaps from 70 to 80 now. Or Where to put in Delirium and how. But I have an idea for how Delirium could work:
* Lv.?? Delirium
* Now has the following effect:
Grants Delirium, increasing skill speed by 15%.
Additional Effect: Increases Blood Gauge by 10 and recovers MP upon landing weaponskills.
Duration: 10s
* The skill speed increase helps to fit the five total skills in the duration.
There's a great deal more that could be introduced and redone. In wake of Endwalker we'll see what the devs ultimately come up with. It seems possible we may get something akin to SAM's Third Eye and such (The PLD uses what looks to be a block and counter in trailer), which would be a welcome reactionary element to tanking as a whole.