Salted Earth. Compared to the other tanks, DRK is VERY squishy until they have access to TBN at level 70. To help bolster DRK's survivability during the 52-69 level range, I thought adding a small healing effect to Salted Earth would be a welcome boost to reduce healer stress and smooth out the pacing of dungeon pulls. Like Abyssal Drain, its cure potency will scale for every enemy damaged during each tick of Salted Earth.
Salted Earth (Ability)
Creates a patch of salted earth at your feet, dealing unaspected damage with a potency of 50 to any enemies who enter.
Additional Effect: Restores own HP
Cure Potency: 50
Duration: 15s
※Action changes to Salt and Darkness upon execution.
Delirium. Time for the first substantial change! Delirium is a point of contention for many DRK players due to its similarity to WAR's Inner Release, and hopefully my following suggestion imparts a bit more uniqueness and identity to DRK, along with a new, flashy GCD to spice up DRK's monotonous "123 spam". The intent was to convert Delirium into a GCD on a 60s timer that provides a substantial resource boost reminiscent of the 4.0 iteration of the skill, pivoting DRK back into a resource-heavy playstyle during 60s and 120s burst windows. Please remember balancing is more preliminary and not final. This version of Delirium will likely need extensive testing to ensure the frontload damage is not to too high in ST or AoE situations considering 3GCD's were rolled into 1 button instead of being spaced out.
Delirium (Weaponskill)
Deals unaspected damage to all enemies in a cone before you with a potency of 550 for the first enemy, and 50% less for all remaining enemies.
Additional Effect: Increases Blood Gauge by 50 and restores MP (3000).
Dark Missionary. Lower the level of acquisition. Instead of unlocking at level 76, it becomes available at level 66 instead. This change will hopefully prevent DRK from being potentially excluded from minimum ilevel activities at the level 70 tier due to not having access to a party-wide mitigation skill.
6.0 Revisions
Oblation. Oblation is considerbly weaker than equivalent level 82 tank defensives. I understand TBN likely played a part in this decision, but TBN's strengths (absorbing a considerable amount of damage from a powerful, singular hit) don't transition well into dungeon scenarios where the shield can be absorbed after a few autos from enemy trash packs. My intent for redesigning Oblation was to give DRK a unique 82 defensive that shores up and compliments the weaknesses of TBN by providing more sustain during AoE trash packs and multi-hit tankbusters. When paired with TBN, TBN's barrier takes priority.