The title says it all. You've been warned. Continued reading past this point is your own personal decision.
Still here?
Well okay then:
I was thinking about how the Tanks kind of have part of their class fantasy theme, but also...don't. The one that does it best is probably PLD - skilled swordsmen with a lot of defensive abilities for both themselves and for protecting their allies, and a hand full of Holy element spells between a heal, a single target attack, and an AOE attack. Fits the them of protective holy spellsword very well.
So I got to thinking, how do DRKs, or things VERY MUCH LIKE Dark Knights, tend to work in fantasy in general. Yes yes, DPS, I mean besides that. Thematically and class fantasy-wise.
DRK, like all the Tanks that aren't PLD, heals by naturally performing their 1-2-3 combo. While this is standard, it really doesn't make much sense for any of the three that do it - WAR, DRK, or GNB. OF THE THREE, DRK probably makes the most sense because of leeching life being one of their themes, but I feel like the standard 1-2-3 is the most boring and not impactful FEELING ways to do this possible.
What I'm about to propose is something that will not work in the game's current design and people will hate.
We're clear on that, right?
This isn't a serious proposal, because firstly, as a Healer main, I don't want Tanks/DPS to need us EVEN LESS. This is more of a "alongside a bunch of other changes to the game" before it would even be possible idea, more thinking in terms of class aesthetics and mechanics following class fantasy.
Crystal clear?
Okay, so here we go:
What if DRK had an ability specifically for sucking life out of enemies and controlling that life? But that actually felt a bit like magic.
DRK is supposed to be the Darkness/Shadow counterpart/inverse of PLD. Where PLD is Holy and Order and Light, DRK is Darkness and Chaos and Shadow. But it doesn't feel it.
DRK has several abilities that are "Spell" (instead of "Weaponskill" or "Ability"), but they're all quick fire things. Its ranged attack, Unmend, and its AOE combo of Unleash and Stalwart Soul are all "Spells", but while the visual effect is VAGUELY magical, they don't really feel like spells. Not compared to Clemency, Holy Spirit, and Holy Circle, anyway.
DRK is a Dark element spellsword to PLD's Holy element spellsword, but feels much less the spell.
Moreover, in line with the Darkness theme, the archetype (which also shares with things such as WoW's Death Knights, FFXIV's RPR, and FFTactics Dark Knight) has a history that involves things like leeching and manipulating life.
So here's the idea:
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Give DRK a channeled spell. 30 sec CD, channeled, can last up to 15 seconds if not cancelled by another action. Could make it where moving cancels it or could make it like MCH PvP where it slows your walking speed.
"That's a horrible idea, Ren!"
I said it wasn't, didn't I? But how does it work?
On activation, and for each second channeled, it does the following things:
1) Deals 300 potency; the initial hit and all 6 ticks, 7 total, would thus do 2,100 potency of damage, but this would be you standing stationary for 15 seconds.
2) Heals the DRK for 100 potency per tick; 700 over the 15 second duration.
3) Gives the DRK a stacking buff of something. "Captured Essence", let's call it. "Stolen Essence"? Okay, maybe that's too Memoriate, but whatever, just "Essence" for now. THIS is important for later. Lasts for 15 seconds (so that it would fall off, on a full 15 second channel, just before the ability comes off CD again). Stacks up to 5 times.
4a) On use of TBN on self or ally, consumes all stacks of "Essence", healing the target for 100 potency per stack of Essence (up to 500 for 5 stacks).
4b) On use of Dark Missionary, consumes all stacks of "Essence", healing each party member for 50 potency per stack of Essence (up to 250 for 5 stacks).
5) As part of all this, the 1-2-3 healing from Souleater would also be removed. (Again, I would do this with War and GNB, and probably with PLD's Holy Spirit/Circle, too)
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So, what's the goal here?
1) To give DRK a bit more of a "dark spellcaster" feel alongside its sword mechanics. A real dark mage/blood mage thing alongside the sword part of "spellsword".
2) To give it some party healing, but party healing that is THEMATIC - one thing I absolutely HATE about WAR right now is the disgusting amount of party healing it does for a class fantasy that is supposed to be a magic-less unga-bunga barbarian. The idea of leeching life from enemies, storing it, and redirecting it to either heal the DRK or their allies seems more fitting.
3) Making healing a trade-off; Tanks having healing I don't as much a problem with, but I think the problem is that it's TOO free. This isn't just DRK. I'd also propose similar things for GNB and WAR. I think PLD does this right, since to heal it has to use Clemency, which means trading damage for healing. It's not quite old Tank stance/DPS stance that Tanks used to have, but it should be a trade off, a decision, whether you want to heal yourself or not as a Tank (or as anyone, really).
4) This also allows for decision making on the part of the DRK as they can decide if they want to use the full duration for healing, or only as much as they need, and then they can decide how they want to use the stacks of Essence, whether to heal themselves, a party member, or a weaker AOE heal.
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Other variations on this theme could be a DoT with a cast time that does the same thing but doesn't require channeling (but I'm not sure that'd be a big enough trade-off, so the potencies would have to be nerfed), removing the heal itself so only Essence is used for actual healing, or something like that.
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I dunno, just different ways of considering the problem and dealing with the thematic element of how it would or should make sense in lore vs what makes a lot less. WAR shouting at people "HEAL YOURSELF!!" or DRK just smacking things with a sword in a "standard" attack producing healing are things that seem a lot less to me.
But I did say it was a completely stupid idea, right?