Repost of a related wishlist:
*VERY rough. TBN likely overpowered. If other tanks were to get some sustain nerfs, this would likewise need some nerfs.*
- Plunge returned. Enhanced Unmend now grants 20 seconds of recharge time to Plunge. (DRK APM within 2-minute bursts has been reduced in other ways, spread across the lulls between bursts.)
- Animation lock following Plunge and all other movement skills has been greatly reduced, allowing them to more quickly be interrupted by other actions.
- Skill Speed and Spell Speed merged into Speed.
- Dark Missionary now increases own and allies' maximum health by 10% and healing received by 20%.
- Dark Mind now also reduces physical damage by 10%, but its duration has been reduced to 8 seconds.
- Oblation's recast time has been decreased to 40 seconds, but its duration is decreased to 8 seconds. It now reduces all incoming damage by 20% for the first 4 seconds, and then 10% for 4 seconds more.
- The Blackest Night revised slightly. It now also reduces incoming damage by a % while the barrier is active, allowing it to scale slightly better with very large hits, but the %HP provided is now reduced to maintain roughly the same eHP generated. Recharge time reduced to 8 seconds but The Blackest Night no longer recharges until after the barrier's health or duration has been depleted.
- Dark Arts no longer grants a free use of Edge/Flood, but instead nullifies future MP costs for anything but TBN at an amount equal to TBN's cost when cast (see below for why this matters). Dark Arts is shown as a shaded portion, akin to a barrier, for your MP bar, and it and your actual MP together have a maximum of 14000 MP. Dark Arts is considered part of your current MP for purposes of variable MP costs (see below), but is only consumed per its portion of total current MP, better allowing it to be banked for future low-MP uses.
In this way, you still cannot chain-barrier your party, but the primary limitation to the Blackest Night is now MP.
- All actions which consume MP now consume 40% of current MP, to a minimum of 2000 MP. Their effect is proportionately increased the more MP they consume:
- The Black Night now shields for 15% to 25% of the target's maximum health while reducing their damage taken by 15 to 25% while the barrier is active. (This consequently means its worth 17.6 to 33.3% of target eHP, but with MP being a potentially much larger constraint.)
- Edge of Darkness hits for 200 to 400 potency.
- Edge of Shadow hits for 300 to 600 potency.
- Flood of Darkness hits for 70 to 140 potency.
- Flood of Shadow hits for 110 to 220 potency.
- Shadowbringer deals 600 to 1200 potency.
This has two major gameplay effects. First, one can reduce their MP to generate smaller barriers from The Blackest Night, making them easier to burst if need be, or use TBN at higher MP in order to provide rather massive barriers. Between those two ends, the revised Dark Arts and increased and more bankable means of MP generation (see below) allow one to indirectly tailor the barrier's size to minimize waste. Second, one is enticed to reach as near as possible to maximum MP without overcapping just before using Shadowbringer and, to a lesser extent, Carve and Spit (see below). This in turn requires some play around TBN but can see some aid from the revised Dark Arts. Both add a bit more agency and interplay with and around MP.
- The increased MP costs above, including that which has been newly attached to Shadowbringer (enticing players to hit max MP just as Shadowbringer comes off cooldown), are compensated for elsewhere:
- Carve and Spit now generates 600 MP per strike, and Bloodspiller, Quietus, Scarlet Delirium, Comeuppance, Torcleaver, and Impalement now generate 600 MP per use regardless of Delirium.
- Darkside has been rehauled. It is now a passive trait giving you a chance based on missing %MP to double your MP generated from the action or MP tick. This has the net effect of increasing your APM despite the increased expenses as caused above.
- Shadowskin added at level 40 as a lesser version of The Blackest Night, which generates a barrier equal to 10% to 15% of your maximum health and reduces damage taken by 10% to 15% while that barrier is active. Consumes 2000 to 4000 MP. Barrier lasts 8 seconds. Recharges over 16 seconds, beginning after consumption. Grants Dark Arts if the barrier is fully consumed.
- Carve and Spit and Abyssal Drain now share a second charge and their recast time has been reduced to 40 seconds. However, each has an individual internal cooldown of 4 seconds.
- Carve and Spit now generates 600 MP per attack. For 4 seconds after using Carve and Spit, the Dark Knight may use the action again to spend 2000 to 4000 MP to strike again with Divided Psyche for 67 to 133% of the original damage but no MP generation.
- Abyssal Drain now heals for damage dealt and strikes its primary target twice. Additionally, for 4 seconds after using Abyssal Drain, the Dark Knight may use the action again to spend 2000 to 4000 MP to repeat the attack at 67 to 133% of the original damage but no MP or healing generated. Doing so inflicts its enemies initially struck with Pull of the Abyss, pulling the victims towards towards the primary target on application and causing them to heal the Dark Knight for 40% of its damage dealt against them while the effect is active. Lasts 4 to 8 seconds, based on MP spent.
- Bloodspiller and Quietus Blood costs reduced from 50 to 40.
- Bloodspiller now heals for damage dealt.
- Quietus now inflicts enemies with Grave Sending for 8 seconds, causing them to grant the Dark Knight 20% of its maximum HP and MP if they die. (This effect is reduced by 60% for 8 seconds after the first instance triggered, reset if Quietus is used again.)