I strongly believe in the initial design philosophy behind this job and vehemently disagree with the direction it has been taken. That said, there are many elements about its current kit that I appreciate and while I would rather return to a more active 3.0-4.0-esque playstyle, my recommendations are based primarily on keeping the current iteration of the job mostly intact.
Dark Knight Issues
- Darkside as a mechanic has become superfluous
- The Blackest Night and Living Dead's fail-states require address
- DRK's mitigation suite sans TBN is inflexible
- Off-global ability bloat
- Blood Weapon's functionality requires address
- Living Shadow has no player interactivity
- Blood Weapon windows are restrictively congested while in-between "filler" phases are lacking in any degree of complexity.
- DRK lacks tools that all other tank classes have access to at lower levels
- Concerning all tank jobs: Gap closer skills having potency requires address
Proposed Skill Updates
- Darkside is now a passive trait acquired upon reaching level 30
- Blood Weapon duration extended to 30s, now grants 5 stacks which are consumed by each weaponskill or spell inside the duration, granting the effects of Blood Weapon.
- Stalwart Soul now learned at lv. 40
- Abyssal Drain removed
- Plunge, Onslaught, Intervene, Rough Divide damage component removed, Intervene and Onslaught acquisition at lv. 52
- Living Dead Duration reduced to 8s. Walking Dead duration increased to 12s, 20% increased healing received from all sources while under the effect.
- Dark Missionary now learned at lv. 66
- Sole Survivor trait, learned at lv. 76: Grants Sole Survivor for 20s when TBN effect ends without the barrier being completely absorbed. When the effect expires 10% max hp and 3000 mp is restored
- Enhanced Dark Mind learned at lv. 84: Dark Mind now also grants Dark Dance increasing parry rate to 100% for 8s
- Enhanced Blood Weapon learned at lv. 86: Adds a lifesteal effect to Blood Weapon granting a portion of damage dealt by spells or weaponskills as healing received. Additionally grants Malignance for 15s. If, while under the effect of Malignance 50% of maximum MP is spent, gain Malfeasance for 30s.
- Malfeasance: greatly enhances the potency of your next Blood Gauge spender while also removing its cost. Malfeasance status ends upon execution of either Bloodspiller or Quietus. Bloodspiller or Quietus executed while under the effect of Malfeasance do not consume a stack of Delirium.
- Dark Synergy trait, learned at lv. 90: Using Shadowbringer while Living Shadow is active extends its duration and grants your simulacrum an additional use of Shadowbringer up to two times.
Thank you for your time and consideration.