DRK has become so utterly simple and repetitive in its rotation (like most tanks, really). Why not make tanks more satisfying to play?
Giving DRK some actual dark magic spells as in FFXI would make the job a lot more awesome and interesting, while also tactical. Here are my ideas.
Remember: it's just an overview and nothing more.
DRK suggested changes:
Hard Slash Combo:
Replace with Power Slash combo. Much more good looking and satisfying to use. Power slash still absorbs damage as HP, same as Souleater.
Unleash / Stalwart Soul:
Increase radius and damage via passive. Otherwise untouched.
Grit:
Untouched.
Unmend:
Untouched.
Flood of Darkness/Shadow:
Replace with Dark Driver.
Blood Weapon:
Change effect: Increase damage at the cost of HP per hit. Duration: 20s. 90s CD.
Edge of Darkness/Shadow:
Reduce MP consumption to 1500. 25s CD. Still procs when TBN is consumed (CD resets to zero and it's free).
Dark Mind:
Remove.
Living Dead:
Reduce CD to 120s. Increase duration to 15s.
Carve and Spit:
Remove.
Bloodspiller:
Completely rework animation to make it more satisfying to use. Otherwise untouched.
Quietus:
Increase damage to 350, improve FX and animation, and slightly increase radius.
Delirium:
Untouched.
TBN:
Rework animation and FX. Otherwise untouched.
Dark Missionary:
Remove.
Living Shadow (and all its passives):
Remove.
Salted Earth/Salt and Darkness:
Reduce CD to 60s. Increase radius slightly, increas potency to 150 and duration to 20s. Absorbs a small portion of HP of enemies inside the area each second.
Abyssal Drain:
AoE HP absorb. 3.5s spellcasting animation. Cost: 6000MP. Same CD.
Oblation:
Untouched.
Shadowbringer:
Increase potency to 900.
Shadow Wall:
Untouched.
Reprisal:
Becomes a DRK-exclusive skill like before and not a role action. Increase duration to 20s. Damage dealt by nearby enemies reduced by 15%.
ADD:
Drain / Drain II (via passive):
Dark magic spell. 600 magic potency damage while absorbing part of the damage as HP. 3s spellcasting animation. Cost: 3000MP. 60s CD. Does not work on undead and automatons.
Aspir / Aspir II (via passive):
Dark magic spell. 3s spellcasting animation. 60s CD. Does not work on undead and automatons.
Absorb-STR:
Dakr magic spell. Reduces enemy STR while boosting your own. 3.5s spellcasting animation. 60s CD. Cost: 4000MP. STR buff duration: 30s.
Absorb-ACC/DEX:
Dark magic spell. Reduces enemy DEX/Acc while boosting your own and increasing critical rate. 60s CD. Cost: 4000MP. DEX/Acc buff duration: 30s.