I would expect Oblation getting an addition of a low Regen/Barrier, or an extra tune up lets say 15% mitigation, 20% mitigation is very dang strong for having 2 charges 10s, tuning up too far can be a dangerous game changer, put alert on 20%. Still, I would expect a rework in 6.1 or 6.2. Dark Knight is terrible in dungeons, no denying, that's the problem, buffing way too much just to survive dungeons can cause a disturbance in other content.
The main priorities are TBN/Blood Weapon/Living Dead reworks, Oblation can take over Dark Mind in a lot of cases, we don't need the Magic/Physical system of cooldowns anymore.
TBN punishment removed, MP cost removed, Free Edge/Flood removed, cooldown extended 30s, buff tuned to 10s.
Oblation replace Dark Mind, add the regen (250-300) with 15% mitigation, can still freely target other players if needed, timer 12s, cooldown still 60s, 2 charges kept.
Blood Weapon 5x stacks people seem to suggest is just fine, add small cure procs to them (400 Cure Potency) since this ability is forced placed, cannot choose where to heal, only works on GCD attacks.
Living Dead? Next attack taken forces you to 1 HP, cannot fall below 1 HP till Walking Dead buff timer out (Does not require 100% HP), another version of Bolide, congratulations. Holmgang cooldown can be extended, or have a drawback.
Just a suggestion of ability reworks not buffs, remember Savage/Ultimates exist, too much tuning can cause disturbances. Can survive dungeons way more consistent, doesn't become insanely invincible. Maybe can be better, or less, but still doesn't overpower the other tanks.
Paladin needs Atonement/Blades buff to have more burst in their DPS, nothing needs to change on their tool kit.



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