
Originally Posted by
HyperiusUltima
I think DRK just needs to have Dark Mind swapped with something else entirely. If anything, in Dungeons you typically get 0 Value out of using it during W2W pulls, let alone normal pulls as mobs do Physical damage a majority of the time. If we're looking at a Raid perspective though, removing Dark Mind wouldn't necessarily harm DRK's mitigation kit too heavily, it'd just be a tad more reliant on TBN and ask for people to hold 3000 MP more often instead of burn it every 60s.
I'll use Bardam's Mettle as a standard as Oizen mentioned it was the hardest for DRK. I'll only be going over personal mits+survival tools and not Role Actions, as those are a given.
DRK: Living Dead(10s Doom and Undying w/ Lifesteal), Abyssal Drain(Minor Lifesteal)
WAR: Thrill(eHP), Holmgang(1 HP), Raw Intuition(100% Damage Lifesteal), Equilibrium(Self-heal)
PLD: Sheltron(15%), Hallowed(Invincible), Bulwark(Guaranteed 20% Mit), Divine Veil(Shield), Clemency(Hard-cast Heal)
GNB: Aurora(Regen), Super(1 HP, but Invincible), HoL(Magic Mit; useless here)
So as you can see, for dungeons PLD and WAR are stacked, while GNB/DRK are lacking in proper defensives pre-70 - DRK moreso due to a lack of survival tools. The 20/30% Mits are a given, but managing them boils down to healer capability mostly. If anything, I'm on the side of the fence for giving DRK one more Mit to be used to replace Dark Mind - but shifting TBN to Lv 62 would make a lot more sense by moving Delirium to Lv 70(since WAR gets Inner Release at Lv 70) and Bloodspiller/Quietus being moved to 64/68. GNB can have Heart of Stone moved to Lv 62 while Bow Shock can be 64, HoL be 68 so you get the mits you need earlier.