I still don't think Dark Mind upgrading into Dark Missionary is a good idea. They have frequently different use cases.
Why not just do the far simpler thing in having Dark Mind give 10% miti + 10% additional magic miti, and then Oblation grants it a second charge and lets it be used on anyone?
Or turning Oblation into upgrade of, additional effect on, or combo-ability following The Blackest Night? Or just leaving it as is apart from perhaps reducing its recast time to 40s, even?
APM is not a "parser logs thing". It's the number of button-presses per minute (typically, including Traits and consistent effects but not including SkS/SpS, when given as a job metric). As in, the only thing other than GCD Speed that makes a job feel faster, which has been pretty essential to DRK identity.
I don't think there's any chance of DRK getting a 20-second immunity, which could honestly then be worth having the DRK stop attacking just to keep it from doing its health pool's worth of healing too soon (which would otherwise reduce that invuln duration). And yes, so long as one has access to burst healing, one would want to delay meeting that healing requirement as long as they can without losing too much uptime, since preventing the death to Doom also ends the immunity and self-healing.And just for good measure; Living Dead now drops your HP to 1 but you cannot go below 1 HP and whenever you deal damage you heal yourself with a cure potency is 1200 and the duration is 20 seconds with no change to the recast timer...
Nerfing the self-heal from 1500 to 1200, moreover, isn't going to make up for having twice the time in which to get oneself back up, especially since the majority of that could easily be external.
Is this... on a CD? If you're gaining 200 MP from every hit against you, your GCD Abyssal Drain that you've given ridiculous potency to let it be used in single-target becomes stupidly overpowered in AoE by simple fact that it so often be afforded.Darkside basically starts out as 3.x Blood Price
Why do we need more overlap with other jobs than just our already (GCDs->oGCD spam) WAR-like DPS loop?Goal is to have some overlap with some other jobs in terms of DPS while keeping the core DPS of what we currently have the same...
I don't mind this, but neither does that seem very new or... Delirium-like? We'll have traded Dark Release for Darkishoten. It gives us a bit more MP management, but will further devalue what our rotation MP generation is actually doing...Delirium restores 6000 MP on a 30 second cooldown.
If you're not going to change the functionality of DA from being just TBN's means of refunding itself, there's no need for another button. Just allow it to stack further and have it use DA instead of normal MP only if under 6k MP (i.e., too little to afford another TBN after).And bring back Dark Arts button to give 2 stacks of Dark Arts to be used for MP burst combo on a 30 second cooldown, and have The Blackest Night give 1 Dark Arts stack when it falls off and 2 for when it breaks.
Liking for the job that has always been the most fast-paced to remain fast-paced is not a desire to take on bloat just to offer 2 more apm than otherwise, especially given that simply buffing the availability of any other action would already likewise increase apm... That'd already have been done via DP's readdition, ShB's CD reduction, and the change to Delirium.duration caps at 30 seconds and is basically the button you press to refresh the buff timer in between you combos since, again, you really care about APM THAT MUCH...
I'm not sure why you'd be spiteful about that. This is also the first time you've even mentioned making Darkside a button, instead of a buff duration, in the first place...
We are NOT getting a 500-potency increase to all abilities in place of current Living Shadow. Current Living Shadow is under 2.5k potency. In its duration, one use 12-13 offensive Abilities [oGCDs] (SE, DP, CnS, ShBx2, Edgex4 naturally + 3 from Delirium, with possibly another edge if fitting 4 Syphons into the 20 seconds). At 500 each, that's 6000-6500 potency.Level 70 is where Darkside becomes Living Shadow where the potency of all abilities go up by 200, which the Living Shadow Mastery potency caps out at 500